Couldn't I do some sort of hard cap on how many of the unit can be on the map. And since the trigger thats run after they choose a hero creates the hero they choose it should in theory return back an error if it trys to fire off a 2nd or 3rd time?
Something like condition if unit = hero1 >1 return false?
I swear I had a setup in the past that worked something like that I just can't remember how I did it.
It is a unit that is spawned after the player chooses a Starting Hero, problem is if the player clicks fast enough or lags enough can manage to get more then one. Just trying to find some way to fix this issue :/
As far as I can tell its functional when insta-built here's a brief video of it in action,
There are some events for the normal bunker like validate shrike set turret on and such. But I am not too sure how that could be used for mine as it isn't a researched turret but is on by default.
How does the build speed of something affect the linking of all that exactly? just seems strange that, just a single second difference in it popping up can break it so easily lol
Didn't find anything in there that seemed to make a difference. Also seems the custom turret unit in that tutorial doesn't function correctly if built with more then 0 second delay either lol... it distorts and such which is shocking, all though it is an older tutorial things could of changed.
Here's a video of the problem:
First one he makes is set to instant build and functions correctly
Second on he makes is set to 5 second build (problem happens 1+ second delay) and shows it doesn't spin anymore also doesn't turn to shoot
Basically my turret functions correctly on the building if its built instantly, but if i add even a 3 second delay to it building the turret does not turn towards attackers or spin anymore.
Trying to make an action for my revive trigger so that when its activated it subtracts a set Percent of the triggering players minerals each time it goes off.
Not sure how to make it so it can calculate the triggering players current total minerals or how to set a percent of it being subtracted.
Thanks in advance for any help with this, wracking my brain for days trying to figure it out.
Don't know if your still around on here but thank you! your post was a saving grace to me I couldn't figure out what I was doing wrong! So thank you thank you thank you!!!!!
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Couldn't I do some sort of hard cap on how many of the unit can be on the map. And since the trigger thats run after they choose a hero creates the hero they choose it should in theory return back an error if it trys to fire off a 2nd or 3rd time?
Something like condition if unit = hero1 >1 return false?
I swear I had a setup in the past that worked something like that I just can't remember how I did it.
And by the way thanks for throwing ideas out
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It is a unit that is spawned after the player chooses a Starting Hero, problem is if the player clicks fast enough or lags enough can manage to get more then one. Just trying to find some way to fix this issue :/
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What I am looking to achieve is a way to fix more units being spawned then intended when the players choose a unit.
Wanted to set it up something like if (triggering player) has > 1 of specific unit, remove/kill all of that unit type past 1.
Would any1 be able to point me in the right direction? Thanks in advance!
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This is what I have for the turret actor:
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Honestly not sure, what would I check under and I can get you all the info of how i have it setup.
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@Photoloss: Go
Ya i saw the placeholder, just not familiar enough with the events setup to properly reproduce that I will have to do some reading up first.
Probably my best bet is to just duplicate that part of the process. I do appreciate you doing your best to help me out with this issue.
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As far as I can tell its functional when insta-built here's a brief video of it in action,
There are some events for the normal bunker like validate shrike set turret on and such. But I am not too sure how that could be used for mine as it isn't a researched turret but is on by default.
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How does the build speed of something affect the linking of all that exactly? just seems strange that, just a single second difference in it popping up can break it so easily lol
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Didn't find anything in there that seemed to make a difference. Also seems the custom turret unit in that tutorial doesn't function correctly if built with more then 0 second delay either lol... it distorts and such which is shocking, all though it is an older tutorial things could of changed.
Here's a video of the problem:
First one he makes is set to instant build and functions correctly Second on he makes is set to 5 second build (problem happens 1+ second delay) and shows it doesn't spin anymore also doesn't turn to shoot
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Basically my turret functions correctly on the building if its built instantly, but if i add even a 3 second delay to it building the turret does not turn towards attackers or spin anymore.
Used: http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/ as a reference to make it, functions flawless when instant built. Any help would be great thanks in advance.
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Well i have made that already, not sure how i would do what you are saying though haven't done a whole lot with triggers yet
Edit: Figured it out with the help of this thread: http://www.sc2mapster.com/forums/resources/tutorials/13715-video-new-hero-revival-tutorial/?post=5
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Trying to make an action for my revive trigger so that when its activated it subtracts a set Percent of the triggering players minerals each time it goes off.
Not sure how to make it so it can calculate the triggering players current total minerals or how to set a percent of it being subtracted.
Thanks in advance for any help with this, wracking my brain for days trying to figure it out.
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@Stexen: Go
Don't know if your still around on here but thank you! your post was a saving grace to me I couldn't figure out what I was doing wrong! So thank you thank you thank you!!!!!