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    posted a message on Timers

    Can anyone please help with this problem? I'm just stuck at this dead end and can't figure it out now. I don't know why after I set the timer to the timer window why it won't get hidden/destroyed/moved. I've tried a bunch of different tricks to try to get it working but i just can't find it. Any help would be awesome.

    Posted in: Triggers
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    posted a message on Create Unit Type at Multiple Points

    @BasharTeg: Go

    If you want to have the building/units spawn kinda randomly across your map then you can do this. instead of placing a ton of points across your map just make 1 big region of where you want them to spawn. Once the region is in place you can make a trigger like this.

    • Action
    • Create X amount of units for player X at (Random point in (Region Name) ) using default settings

    I think this is what you are looking for and you can set up as many of those you like for each building/unit you want to make. Also can have it repeat in the events with a periodic event or just fire 1 time depending on what ya need.

    Hope that helps

    Posted in: Triggers
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    posted a message on Timers

    @Tekaichi: Go

    a variable for what? The timer window or the timer or what?

    Posted in: Triggers
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    posted a message on Timers

    Ok I got everything working now except for 1 thing. The timer window won't disappear if the unit leaves or gets killed. I tried using the Destroy timer window but it seems to not work. These are the triggers I have so far.

    • Event
    • Any unit enters region
    • Condition
    • owner of triggering unit ==1
    • clock check ==0
    • Actions
    • Create 30 second timer
    • Set Timer for Timer Window for 30 second timer
    • Unpause 30 second timer
    • Start 30 second timer
    • Set clock check = 1
    • Event
    • Any unit leaves region 1
    • Conditions
    • owner of unit == 1
    • number of any living units in region 1 == 0
    • Action
    • Restart 30 second timer
    • Pause 30 second timer
    • Destroy Timer window
    • set clock check = 0
    • Event
    • Any unit dies
    • Conditions
    • owner of unit == 1
    • triggering unit is in region 1 == true
    • Action
    • Pause 30 second timer
    • Restart 30 second timer
    • Destroy Timer window
    • set clock check = 0

    Everything works fine and well but for some reason the windows isn't going away. Can anyone help me out to get rid of that window when the unit dies/leaves?

    Posted in: Triggers
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    posted a message on Timers

    Hi all. I was hoping someone out there could help with this little problem. I have this map that is designed so when a player enters a region he will have to stay in it and hold the position for X amount of time and if he does it then it will spawn some buildings and such. I know how to do most of this but I'm just not quite sure how to set up the Timer. If the player leaves the region then the timer needs to reset and start again if he enters . Can anyone help me with this problem?

    Posted in: Triggers
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    posted a message on Height Conditions

    @Athin88: Go

    OK So I found out what I needed and will post it in case someone else needs it as well.

    Basically do a If then condition. If (Cliff level of (Position of (Last Created Unit))) <= 1 Then (Blank) Else Kill (Last Created Unit) and basically run the trigger again until it lands on a non cliff surface. I didn't realized there was a Cliff Level function until i did some searching and just played with that until i got what i needed.

    Posted in: Triggers
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    posted a message on Height Conditions

    Hi All. I was wondering if there was a easy way to fix this. I have a basic map with a few small cliffs. I got a trigger that is set up to randomly spawn a building in the area with some cliffs. Problem is I need the buildings to not spawn on top of the cliffs. Is there any condition to set to make sure that the building won't land on a cliff? Thanks for any help on this.

    Posted in: Triggers
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    posted a message on UI Panel

    Ok now something is going on here. I've tried to just skip this and just kinda make a clone of that building so that i can continue you work with the clone one but now the clone i made of the creep tumor isn't showing either. I tried making other random structures to see if anything else was doing that too but everything else that i made a quick clone of shows but the creep tumor one doesn't . I'm starting to think that this has either glitch out for some reason and i need to reinstall or somehow i turned the icon off for the tumor.

    Posted in: Miscellaneous Development
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    posted a message on UI Panel

    Nope i haven't done anything with the UI and when i go to make a new map it still isn't there. All I've been doing is designing the map with the terrain editor and then tried to play with a few triggers. I just check it again to see if its still gone after i reset my comp but nothing still.

    Posted in: Miscellaneous Development
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    posted a message on UI Panel

    I've had a few buttons disappear from my UI panel. I have all the dependencies on (The ones that are Default at least) but for some reason the creep tumor isn't on the list for buildings. I was using it before and then i tried something in the triggers with the creep tumor and when i went to go use it again out of the UI panel, it was gone. The creep tumor (burrowed) is there but not the normal one. I've tried restarting the editor/comp and loading different maps but nothing is working. Anyone else have this problem?

    Posted in: Miscellaneous Development
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    posted a message on Triggering buildings

    I'm trying to make a little complicated system here for an AI to build and expand. Basically the AI starts with this one hatchery at point A. If Point A Hatchery is up and alive for X amount of time it will expand to Point B and start to build another one at Point B. If Point B is up for so long without dieing then it Expands to Point C and so on. I'm very close to getting this done but I've been having a few bumps in the road and was wondering if anyone could help. I'll Write the Triggers i got in play right now so you can see what I'm talking about as well. I got global variables all set to 0 and only set them to 1 when the hatcheries are built.

    • Enemy Base (Trigger Name)
    • Events
    • Unit (Last Created unit) Dies
    • Game- Map Initialization
    • Actions
    • Variable - Set Base Check = 0
    • General - Wait 15 seconds
    • Unit - Create 1 Hatchery at Point 1
    • Variable - Set Base Check = 1
    • Trigger - Run Enemy Base 2( Don't wait)
    • Enemy Base 2 (Next Trigger Name)
    • Events
    • Unit (Last Created unit) Dies
    • Actions
    • If
    • Base Compare < Base Check
    • Then
    • Wait 15 seconds
    • Unit - Create 1 Hatchery at Point 2
    • Variable - Set Base check 2 = 1
    • Else
    • Trigger- Run Enemy Base(Don't Wait)

    As of right now it sorta works where it will check to see if the last hatchery is still up and running before continuing but for some reason it will spawn 10 of them and keep spawning them every few seconds if it sees the last hatchery is gone. Also I seem to not be able to get the building to spawn in and start building itself. It seems to only want to come in fully build instead of the slowly building process i want. Any help would be greatly appreciated and sorry for the long messy post. Been at this all night so getting tired :P

    Posted in: Triggers
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    posted a message on Ammo and Energy

    Yup just found the drop sheet for it now. Apparently I clicked off the advance stats at some point and it wasn't popping up before. This makes it a lot easier now then getting auto cast to work right lol thanks!!!

    Posted in: Data
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    posted a message on Ammo and Energy

    Hey I was wondering if anyone here was able to help me out with this problem. I wanted to make a game map that uses energy as ammo basically. 1 shot = 1 energy. I was tring to figure out the best way to do this. What I manage to do so far is to have an auto cast ability for my unit and took away his basic attack ability. I was wondering if this is the best way to do this or if there is another way for this to work. The biggest problem I'm having now is that the unit AI has no attack in this process so when he gets hit he runs away from the guy attacking and stops auto casting his ability. Any help with this would be awesome

    Posted in: Data
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