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    posted a message on Regional problems

    I want to make a region where if a unit leaves it, it respawn in the same region.

    I have 8 regions set up and 8 points in the center of each region. I made a variable "builders area" and added the 8 regions to it and made another variable "builder spawn points" and added the points to it in map init:

    BuilderSpawn Points

    Variable - Set Builder Spawn Point[1] = BSpawn 1 LT

    Variable - Set Builder Spawn Point[2] = BSpawn 2 LT

    Variable - Set Builder Spawn Point[3] = BSpawn 3 LT

    Variable - Set Builder Spawn Point[4] = BSpawn 4 LT

    Variable - Set Builder Spawn Point[5] = BSpawn 1 RT

    Variable - Set Builder Spawn Point[6] = BSpawn 2 RT

    Variable - Set Builder Spawn Point[7] = BSPawn 3 RT

    Variable - Set Builder Spawn Point[8] = BSpawn 4 RT

    Build Regions

    Variable - Set Build Region[1] = Build area 1 LT

    Variable - Set Build Region[2] = Build area 2 LT

    Variable - Set Build Region[3] = Build area 3 LT

    Variable - Set Build Region[4] = Build area 4 LT

    Variable - Set Build Region[5] = Build area 1 RT

    Variable - Set Build Region[6] = Build area 2 RT

    Variable - Set Build Region[7] = Build area 3 RT

    Variable - Set Build Region[8] = Build area 4 RT

    I set up this trigger:

    Events

    Unit - Any Unit Leaves (Triggering region)

    Local Variables

    Conditions

    (Triggering region) == Build Region[(Triggering player)]

    Actions

    Unit - Remove (Triggering unit) from the game

    Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at Builder Spawn Point[(Triggering player)] using default facing (No Options)

    It seems obvious to me but not for the game for some reason.

    Can any1 tell me what did i do wrong here?

    Posted in: Triggers
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    posted a message on (Solved?) how to limit number of workers

    @Ahli634: Go

    Thx a lot bud!

    I added it and works great !

    The only thing tho is when I add those digits (15/15/1) to the Info Charge the #15 will show up on the probe build icon and will count how many probes I built, now when i destroy 1 it wont show that I can build 1 more (only the number won't show, the icon goes colored from grayed ).

    so it counts down the queued ones but wont count up if 1 killed.

    Can u help me out ?

    Posted in: Data
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    posted a message on (Solved?) how to limit number of workers

    Hello all!

    I want make this so a player can only warp-in/train/spawn 15 workers throughout the game.

    I was fooling around with protoss and I was able to limit the number of workers by going to: warp in probe ability > Info charge count max > I set this to 15 (max worker) > Info charge start > i set this to the same as max (how many times i can use the ability) > Info charge use > set it to 1 so it will count -1 from usage

    All works neatly with 1 little bump!

    If a worker dies the " Info charge use " wont count it as +1 to info charge use meaning I can only build 15 workers and if they all die I wont be able to replace them.

    How do I fix this?

    Hope I made sence... :)

    Posted in: Data
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    posted a message on How to put previous wave units (1 each) into 1 wave

    @Yaksmanofage: Go

    Thx a lot for the tip !

    i want to make the 1 where the multiplication stays the same, but the health changes kinda like a chain reaction.

    So if i set the 1st waves health to 100 and multiply that with 1.2 for wave 2 -wich = 120- will it remember wave 2's health and multiply that amount with 1.2 for wave 3 -wich is 144 (120*1.2) , than will it remember wave 3's health and multiply that with 1.2 for wave 4 - that would come to 173- and so on or i have to add that to"health max" like so?:

    health max [1]=100, health max[2]=120, health max[3]=144, health max[4]=173 and so on?

    Posted in: Triggers
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    posted a message on How to put previous wave units (1 each) into 1 wave

    @Yaksmanofage: Go

    Thx a lot! Althogh I didn't try it out yet it makes a lot of sence !

    Other issue i have is that i dont want to set the life for each wave unit in the data, I rather make a multiplyer in trigger somehow.. Someting like this :

    I set wave 1 units life to lets say 100 ( through unit properties trigger I assume) so the first wave unit would have 100 life, than i'd like to multiply this with 1.2 for the next wave and I want to muliply wave 2's wich would be (100x1.2=)120 with 1.2 wich than be (120x1.2=)144 for wave 3 and so on ..

    I want to do it this way so I can make different difficulty lvls a lot easier since all i would need to change is the 1st wave's life to lets say 80 for easy mode ( wave 2 would have 96 life ) and 120 for hard mode ( wave 2 would have 144 life ) and 100 would correspond to normal mode ( wave 2 would have 120 life ).

    Is this achievable?

    Posted in: Triggers
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    posted a message on How to add Zukar model to a unit

    @DrSuperEvil: Go

    Thx for the tip!

    in squadron TD works nicelly it swimms and all ... maybe a ditch this 1 idk lol!

    Posted in: Data
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    posted a message on How to put previous wave units (1 each) into 1 wave

    Hi,

    This is a td game I'm making and want to spawn all the previous wave units ( 1 each) on my last wave.

    I need help on this, if someone knows plz reply !

    Thx very much!

    Posted in: Triggers
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    posted a message on How to add Zukar model to a unit

    @SGTMeowmers9: Go

    Well i was lookin at it in cutsceen and it moves very life-like. I just dont have an idea how to apply it to the actor or model ...

    Do you have any idea?

    Posted in: Data
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    posted a message on How to add Zukar model to a unit

    @ElBushido: Go

    OK i was able to apply the model to Swarm guardian without a problem !

    The problem now is that it doesn't do any movement animation. When i move it around its kinda swimmming tho it looks wierd, not smooth, only breaks at parts of the body mimicing a swimming motion, but if its a straight path it just "slides" to the target point.

    Any suggrstion?

    Thx!

    Posted in: Data
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    posted a message on How to add Zukar model to a unit

    @DrSuperEvil: Go

    Zukar is an unused model can be found in data editor: Assets\Units\Critters\ZukarGiantEel\ZukarGiantEel.m3 Fatty is another unused model: Assets\Units\Zerg\Fatty\Fatty.m3

    Fatty will "stick" to the unit if I change the model as u can see in these pictures ( I renamed it to Devourer) and when i do the same with the Zukar it won't stick.

    Posted in: Data
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    posted a message on How to add Zukar model to a unit

    I saw in other maps they got Zukar as a unit (and Fatty), I was able to add fatty by simply changing the model to fatty's (I used Infestor as base unit)

    but the same wont work with Zukar...

    When i change the model the unit disappears (like it has no model) !

    I tryed this with numerous units all with the same results..

    Anyone knowes how to apply Zukar's model to a unit?

    Thx!!

    Posted in: Data
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    posted a message on Camera Ajustments

    @zandose: Go

    Thanks very much for your effort!!

    I tried it out and it does what it supposed to, but this wasn't what i had in mind, but it helped me to achive what I originaly wanted to do: to be able to zoom out far wich i did simply by cahnging the camera zoom distance in data editor.

    Sorry for wasting your time by not explaining it properly!

    Many thanks for your help !!!!

    Posted in: Data
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    posted a message on Camera Ajustments

    @zandose: Go

    Thx a lot!

    The only problem I have is that I cant add the "+1.0" part if I give a math to it itll take away the "height of " part..

    Posted in: Data
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    posted a message on Camera Ajustments

    @zandose: Go

    Hi guys !

    First of all thx for the replys!

    Now I tried DeadZergling's approach, I probably made some mistakes as it doesnt work, it looks like this:

    CameraSetValue(lp_player1), c_camera300Distance, IntToFixed(lv_100), 0.0, -1, 10);

    and the thing is i'd like to set the height to lets say 10(map height units) but like to make this for all players (8 total) in 1 script and I'd like to make the zooming out to got about 15 (map Hieght)

    On Zandoze's tip this is what I made:

    Camera - Apply camera object Height Offset 15.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10.0% deceleration

    Could not find " Heght of UnittoFollow" and again i need this to go off for all 8 players without 8 separate triggers..

    I appologize for my ignorance on this but fairly new to triggers (specially camera stuff)

    Thx guys!

    Posted in: Data
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    posted a message on Camera Ajustments

    Hello I'm woundering how to change the default cameras height ?

    Tried to change it in the triggers :

    Camera - Set (Default game camera) Field Of View to 300.0

    and tried :

    Camera - Set (Default game camera) Distance to 300.0

    None of this worked!

    Help!! :(

    Posted in: Data
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