Sure. Just attach the actor to a certain player. You won't have to change the previous code I showed you. You will just have to add another one, like so:
If
Player(PickedPlayer)=Player(PickedInteger) 1
Then
Unit-Create 1 Jim Raynor for (PickedPLayer) at Spawn Point 1 facing 270.0 degrees (No Options)
Better yet, you don't even have to use an "If Then" action. Just make the action:
Unit-Create 1 Jim Raynor for (PickedPLayer) at Spawn Point 1 facing 270.0 degrees (No Options)
Create this in a Map Initialization event. This basically means that for whatever player was picked, it will spawn a certain unit that you choose for that player, at a spawn point that you choose. Picked Player is obviously their player position in the lobby. You will just have to know which position in the game lobby spawns which player.
I suppose you could also make a trigger that lets them choose the hero they want to play. Kind of like a vote screen.
Fantastic.You explained exactly what I wanted to know. Sorry about the sketch...it was late, my eyes were bleeding from trying to figure out why I can't add multiple behaviors to a unit, and I was just damn tired lol. The >>>>> were just arrows haha. Thank you!!
When setting up global variable, you have arrays. Most commonly called Multi Dimensional Arrays if I am not mistaken. Could someone explain to me what each box in those variables do. So you can understand what I am asking for, say I set up a global variable as an Integer.
There are 4 boxes to adjust. Please, if you can, explain to me what EACH box does/mean. As soon as I learn what these do I think I can solve my little issue I am having.
No no....Spawner:GetLastCreatedUnitNumber, Spawner:Waves:AddModificationToWaveUNit are just the names I have set up for them. They are set up as global functions that I just plug into my triggers. Global variables are plugged into those functions and so on. Anyway, everything is working as it should. I just need to know how to add multiple Behaviors to uniits that are created in my "waves".
Also, just for clarification, I'm not using literal waves...just spawning individual units. I named them that way so I can organize everything a little easier.
For the supply, go into the Data bank and look for zerglings. Select the unit, in this case Zerglings. On the right, you will see a list of all the attributes applied to Zerglings.Scroll down until you see an attribute called "Stats: Supplies".
Adjust this number to have it cost however many supplies you need. If I am reading you correctly, you want to spawn 10 zerglings, using only 1 supply.
Spawn ten of them and you will have only 1 supply used =)
As for the spawning more zerglings....in the Data bank search for Egg. Select "Egg-Zerg Cocoon"
At the bottom of the page you will see a list. Find the list called "Abilities". it should be the first one. Select "Queue". On the right you will see the "Queue Count" attribute. adjust that number to however many zerglings you want to spawn. This is going to change for ALL Zerg Units you spawn, so be wary of that.
Indeed. I've tried switching the functions around, adding different behaviors, and I've even checked in the Unit Data files to see if there was a flag that doesn't allow multiple buffs to be added. Alas, nothing. I figured there might be a flag or something that gives one buff priority over another, but I've yet to find that as well. Oh well...here's the actual action I have set up:
Init Waves
Events
Game - Map initialization
Local Variables
Conditions
Actions
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave((Commentator Bot 1) - Security Scout, 1.0, 25)
------- END OF WAVE 1
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Marine Escort, 2.0, 5)
Spawner:Waves:Add Unit To Wave(Marine Escort, 2.0, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.2, 25)
Spawner:Waves:Add Unit To Wave(Child (Male), 0.2, 25)
------- END OF WAVE 2
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Flatbed Truck (Semi), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Flatbed Truck (Semi), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.2, 25)
***Spawner:Waves:Add Modification To Wave Unit(Med Pack, (Spawner:Get Last Created Unit Number()))
***Spawner:Waves:Add Modification To Wave Unit(Internal Health Multiplier, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Child (Male), 0.2, 25)
***Spawner:Waves:Add Modification To Wave Unit(Med Pack, (Spawner:Get Last Created Unit Number()))
***Spawner:Waves:Add Modification To Wave Unit(Internal Health Multiplier, (Spawner:Get Last Created Unit Number()))
------- END OF WAVE 3
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Marine Escort, 0.5, 5)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Ghost (Laser Lines), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Ghost (Laser Lines), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.0001, 25)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Child (Male), 0.0001, 25)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
The behaviors with the asterik *** beside them are the ones I am trying to apply. Like I said...only one of them will apply. When I run the Trigger Debugger console, there's nothing in there saying that the certain behaviors failed.
I've run into a small problem in one of the triggers in my map. I'm able to add behaviors to the units that spawn on my map, but if I try to add multiple behaviors, only one of them shows up as active. For example,
Add Wave
Add Unit to Wave: Marine
Add Modification to Unit: Last Created Unit: Life Regeneration
Add Modification to Unit: Last Created Unit: Life Bonus
This isn't hard code, it's just an example in simple terms of how I have it set up. Anyway, Only one of the "buffs" shows up on the units when I test my map. Is it even possible to have more than one behavior added to a unit? If so, I need anyone's assistance in making this possible.
0
bumpity bump
0
@tibnew:
Sure. Just attach the actor to a certain player. You won't have to change the previous code I showed you. You will just have to add another one, like so:
If
Player(PickedPlayer)=Player(PickedInteger) 1
Then
Unit-Create 1 Jim Raynor for (PickedPLayer) at Spawn Point 1 facing 270.0 degrees (No Options)
Better yet, you don't even have to use an "If Then" action. Just make the action:
Unit-Create 1 Jim Raynor for (PickedPLayer) at Spawn Point 1 facing 270.0 degrees (No Options)
Create this in a Map Initialization event. This basically means that for whatever player was picked, it will spawn a certain unit that you choose for that player, at a spawn point that you choose. Picked Player is obviously their player position in the lobby. You will just have to know which position in the game lobby spawns which player.
I suppose you could also make a trigger that lets them choose the hero they want to play. Kind of like a vote screen.
0
Fantastic.You explained exactly what I wanted to know. Sorry about the sketch...it was late, my eyes were bleeding from trying to figure out why I can't add multiple behaviors to a unit, and I was just damn tired lol. The >>>>> were just arrows haha. Thank you!!
0
When setting up global variable, you have arrays. Most commonly called Multi Dimensional Arrays if I am not mistaken. Could someone explain to me what each box in those variables do. So you can understand what I am asking for, say I set up a global variable as an Integer.
Integer
Array Box>>>>>>>[ ]
Array Box>>>>>>>[ ]
Array Box>>>>>>>[ ]
Array Box>>>>>>>[ ]
There are 4 boxes to adjust. Please, if you can, explain to me what EACH box does/mean. As soon as I learn what these do I think I can solve my little issue I am having.
0
@SouLCarveRR:
No no....Spawner:GetLastCreatedUnitNumber, Spawner:Waves:AddModificationToWaveUNit are just the names I have set up for them. They are set up as global functions that I just plug into my triggers. Global variables are plugged into those functions and so on. Anyway, everything is working as it should. I just need to know how to add multiple Behaviors to uniits that are created in my "waves".
Also, just for clarification, I'm not using literal waves...just spawning individual units. I named them that way so I can organize everything a little easier.
0
@tibnew:
I'm not sure, but I believe you have to create an "if then" action...probably something like this
If
Player(Picked Player)=Player(Picked Integer) 1, 3, 5
Then
Add player(picked player) to PLayer Group 1
Player group 1 would control Jim Raynor.
If
Player(Picked Player)=PLayer(Picked Integer) 2, 4, 6
Then
Add Player(Picked Player) to Player Group 2
And of course, player group 2 controls Loki.
There's probably an easier way to do this, but that's how I think it would go.
0
@Nugrob:
For the supply, go into the Data bank and look for zerglings. Select the unit, in this case Zerglings. On the right, you will see a list of all the attributes applied to Zerglings.Scroll down until you see an attribute called "Stats: Supplies".
Adjust this number to have it cost however many supplies you need. If I am reading you correctly, you want to spawn 10 zerglings, using only 1 supply.
Each Zergling costs .5 supply. 1 Egg=2 zerglings..which equals 1 supply.
Adjust this "Stats: Supplies" number to ".1". So therefore, when you spawn zerglings:
Each Zergling costs .1 supply. 1 Egg=2 zerglings...which equals 1 supply.
Spawn ten of them and you will have only 1 supply used =)
As for the spawning more zerglings....in the Data bank search for Egg. Select "Egg-Zerg Cocoon"
At the bottom of the page you will see a list. Find the list called "Abilities". it should be the first one. Select "Queue". On the right you will see the "Queue Count" attribute. adjust that number to however many zerglings you want to spawn. This is going to change for ALL Zerg Units you spawn, so be wary of that.
0
I believe that I need to find somewhere an option that lets me adjust the maximum number of behaviors that I can add to units....any ideas?
0
Indeed. I've tried switching the functions around, adding different behaviors, and I've even checked in the Unit Data files to see if there was a flag that doesn't allow multiple buffs to be added. Alas, nothing. I figured there might be a flag or something that gives one buff priority over another, but I've yet to find that as well. Oh well...here's the actual action I have set up:
Init Waves
Events
Game - Map initialization
Local Variables
Conditions
Actions
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave((Commentator Bot 1) - Security Scout, 1.0, 25)
------- END OF WAVE 1
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Marine Escort, 2.0, 5)
Spawner:Waves:Add Unit To Wave(Marine Escort, 2.0, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.2, 25)
Spawner:Waves:Add Unit To Wave(Child (Male), 0.2, 25)
------- END OF WAVE 2
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Flatbed Truck (Semi), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Flatbed Truck (Semi), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.2, 25)
***Spawner:Waves:Add Modification To Wave Unit(Med Pack, (Spawner:Get Last Created Unit Number()))
***Spawner:Waves:Add Modification To Wave Unit(Internal Health Multiplier, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Child (Male), 0.2, 25)
***Spawner:Waves:Add Modification To Wave Unit(Med Pack, (Spawner:Get Last Created Unit Number()))
***Spawner:Waves:Add Modification To Wave Unit(Internal Health Multiplier, (Spawner:Get Last Created Unit Number()))
------- END OF WAVE 3
Spawner:Waves:Add Wave()
Spawner:Waves:Add Unit To Wave(Marine Escort, 0.5, 5)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Ghost (Laser Lines), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Ghost (Laser Lines), 0.5, 5)
Spawner:Waves:Add Unit To Wave(Woman (Female), 0.0001, 25)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
Spawner:Waves:Add Unit To Wave(Child (Male), 0.0001, 25)
Spawner:Waves:Add Modification To Wave Unit(Panic, (Spawner:Get Last Created Unit Number()))
The behaviors with the asterik *** beside them are the ones I am trying to apply. Like I said...only one of them will apply. When I run the Trigger Debugger console, there's nothing in there saying that the certain behaviors failed.
0
I've run into a small problem in one of the triggers in my map. I'm able to add behaviors to the units that spawn on my map, but if I try to add multiple behaviors, only one of them shows up as active. For example,
Add Wave
Add Unit to Wave: Marine
Add Modification to Unit: Last Created Unit: Life Regeneration
Add Modification to Unit: Last Created Unit: Life Bonus
This isn't hard code, it's just an example in simple terms of how I have it set up. Anyway, Only one of the "buffs" shows up on the units when I test my map. Is it even possible to have more than one behavior added to a unit? If so, I need anyone's assistance in making this possible.