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    posted a message on How to unload a unit from a "bunker" using triggers [Solved]

    It works just with using order with no target. I had to target the bunker, not the individual units. Building ended up not being a bunker, after fixing it everything worked fine. Thanks for the help!

    Posted in: Triggers
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    posted a message on How to unload a unit from a "bunker" using triggers [Solved]

    I'm trying to unload a unit from my custom bunkers using triggers. However, nothing happens. I've included pictures below. I am using the Order With no Target action but I have also used Order with target. Thank you for help.

     

    Posted in: Triggers
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    posted a message on Custom unit with custom weapon doesn't make noise when in bunker [Solved]

    Thank you! By finding the Container Assets field and setting the sound/model my units can now fire out of bunkers.

    Posted in: Data
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    posted a message on Custom unit with custom weapon doesn't make noise when in bunker [Solved]

    I'm new to making fully customized units and I have had one problem which I can't seem to fix. When a unit is out on the field and shooting the audio runs fine, however, the second the unit goes into a bunker it shoots silently. 

    Posted in: Data
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    posted a message on Unit won't raise gun when attacking [Solved]

    Thank you for your response, I looked at the unit events and saw that it had a weapon start attack start event. However, it didn't have a weapon stop animation stop event. Adding it fixed the problem.

    Posted in: Data
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    posted a message on Unit won't raise gun when attacking [Solved]

    Normally when a unit is attacking it raises its gun. However, my custom unit refuses to raise its gun after I messed around with some settings in the Actor's events. I've tried figuring it out how to re-add the gun raising event myself but it's just too confusing. Picture included:

    Red unit is a custom unit with problems, blue unit is a unit in normal conditions.

    Posted in: Data
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    posted a message on Pick each unit doesn't pick every unit it should [Bugfix][Solved]

    I managed to produce a divide by zero error by copy pasting a fresh version of this trigger and the trigger to probe for custom values of buildings to a clean map. For some reason, this error would not show on my main map. I managed to then fix the problem by adding an if command that makes sure the value of "capitaldistance" and "colonydistance" is always greater than 0. Thank you for your help.

    Posted in: Triggers
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    posted a message on Pick each unit doesn't pick every unit it should [Bugfix][Solved]

    Yep 100% sure that I'm using the exact same type of units.

     

    Trigger With Ping, also added wait 2 seconds so I can keep up with pings: 

     

    Everyone is in the "user" user group, and I am only testing this single player, I'm not sure how to multiplayer test. 

     

    Subtitle chat works perfectly fine for other messages, just not this one.

     

    Again I'm only testing this on singleplayer and it doesn't complete the script. Here is a picture of the problem to help:

    Large, central building is the Capital and buildings to the side are structure tags.

    Posted in: Triggers
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    posted a message on How to Combine multiple triggers, less lag.

    Variables can be put into arrays and actions can be applied using the pick each player function because it acts like a loop. A normal variable is 1X1, a single value that can be called upon. Arrays are 2-D variables that can go from 1X2 to 1X99 in SC2. Players are in the form of an integer, player 1 will equal the value 1 if called upon. Thus we can use this information to store each individual person's values in an array. Slot 4 in an array will have the value of player 4. Below is an example.

     

    Here we can see my declaring the array as a 1X8, this is because I know that there are 8 people in the map.

    Here we can see that I picking each player within the player group users. Every human player was added to the user player group upon initialization, this is because I have AIs which I don't want this trigger to apply to and if I tried to put player 9 (AI) into the array because it is only declared to be a 1X8 the trigger will break. Moving on the pick each player loop will begin with equal picked player to the value 1. It will assign HeroValue[1] = 50. It will then move on to the action to display the HeroValue[1] to the player 1. Finishing the loop it will then move on and assign HeroValue[2] = 50 and displays the value 50 to player 2 and so on until it has run out of players in the user player group.

    Posted in: Triggers
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    posted a message on Pick each unit doesn't pick every unit it should [Bugfix][Solved]

    Here is how my trigger looks like

      

    Trigger in question

    This trigger works fine in that it assigns the all 4 custom values to each building it selects. As far as I know the pick each unit trigger always starts from the bottom-most unit and then works its way up. The problem with this trigger is that it doesn't apply the actions to any units besides or above the building called "1 Building - Capital".  I added a ping action for each building it selected and saw that it simply stops. Any unit below the Capital has all 4 custom values filled out when probed for its custom values. Any unit besides or above the capital will have no custom values. The centralization ended message that should appear on completion of the trigger also fails to appear.

     

     

    think the problem might have something to do with the nested loops but removing the 2nd unit loop didn't fix the problem and one of them is a for loop (so there shouldn't be a problem with the nested loops to begin with). I have cut up this script is many various ways and still cannot isolate the problem. I hope that you guys can help. 

     

     

    All units are the same exact type of units which fits the required Structure condition of the pick each unit loop.

     

     

    Posted in: Triggers
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    posted a message on How to Combine multiple triggers, less lag.

    Use the pick each player function and rather than referring to player 1 specifically you would refer to picked player.

    Posted in: Triggers
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    posted a message on Order command won't work? [Bugfix]

    I am using a command that loops every 15 seconds to get AI troops to attack players. Players 1-9 are humans and player 11 is the AI in question. Here is the command: http://i.imgur.com/UNmUKrm.png

    My problem is that once they capture player buildings they huddle around the building, even though they own it as shown in this picture: http://i.imgur.com/rlZj1lK.png

    My question is why are they doing this? The command tells them to go to enemy units, and while those units were once enemy units they are now friendly units. In addition, any units spawned that are closer to those units than actual enemy units will join the huddle around a few buildings. How can I fix this? This is pretty game breaking for the map I'm working on.

    Posted in: Triggers
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    posted a message on How can I make my order command to send my units only to enemies?

    @MaskedImposter: Go

    Thank you I was able to make the units do what I want by using that function. I didn't know it existed.

    Posted in: Triggers
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    posted a message on How can I make my order command to send my units only to enemies?

    Here is the current state of my order command:

    http://i.imgur.com/Ir9kNLS.png

    In this map, I have player 11 as a player that periodically spawns and sends hostile units to attack. I do this using an order command for all units owned by player 11 to find the closest unit that is a map object and go to it. I do this because many of the player units are map objects. The problem is that all player units are capturable by the player 11 wave enemy. This means that if they capture an area they will then just stand there because they are being ordered to go to a map object which is the building they just captured.

    What is an efficient way (lag is somewhat of a problem in the map) to have player 11 units find hostiles and attack them, moving on after the hostiles are dead and their buildings are captured, rather than using the current system?

    Posted in: Triggers
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    posted a message on Effect that allows for units to clip into structures?

    After diving deeper into the Footprint layer editor I was able to solve my problem by decreasing the collision radius of my specific units and then making specific passable slits in the structure's footprint so that the small collision units can walk through. This is how my footprint layer map looks like: http://i.imgur.com/4BKbQ0g.png

    Posted in: Data
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