Hello, I was trying to put the upgrade abilities (Protoss Shields, Air weapons, air armor) on a single protoss air unit. I was successful in putting the ability and the buttons on the unit and can even upgrade to level 1 on all three but after level one upgrade has finished, it does not show the level 2 button. I have placed all three upgrade buttons just like it is on the forge and cybernetics core. What am I still missing? Or better yet, how can I make the upgrade infinite so you can just keep upgrading all you want.
I gave a custom unit the ability to launch fighters. However, you can build infinite interceptors on the unit. How do you restrict it so you can only build the default 8?
I had the life set to 400 because the unit was starting with 1 hp. I think there's probably something in the data editor to fix that but I haven't found it yet. However, that was on the map in which the trigger was working just fine and respawning the hero.
Why would it not be classified as a unit? I did some modifications to the unit in the data editor but I didn't change any of it's core qualities that classify it as a unit. That is very strange, I even played the map without the respawn and it works fine. I can train the unit like any other normal unit on the map as well.
Here is the code redone. This code is basically taken from a tutorial on how to respawn heros. I think that other variable was added for item inventories. I have put that code back in here.
hero dies
Events
Unit-AnyUnitdies
Local Variables
killedunit=(Triggeringunit)<Unit>
tempgroup=(Emptyunitgroup)<UnitGroup>
Conditions
((Unittypeof(Triggeringunit))isHero)==True
Actions
Variable-Setkilledunit=(Triggeringunit)
UI-Display"Your Mothership was destroyed! Resp..."for(Playersonteam(Triggeringplayer))toSubtitlearea
UI-Display"Your Mothership has respawned!"for(Playersonteam(Triggeringplayer))toSubtitlearea
Any help in understanding why these errors are occurring. I'm just not sure how its not registering the unit as a non-unit. I was able to get this to work in a small version of the map, but when I transferred over to my map with the modifications it started giving me the error messages.
So I test these triggers in a small version of the map and I had no problem getting my heros to spawn after dying. I then copied the triggers into the big version and low and behold I get error messages. Can someone tell me what the heck this message means.
Scri: Trigger error in 'gt_herodies_func':Could not get 'unit from parameter in "UnitSetPosition' [value:223#1]
Near line 85 in gt_herodies_Func[] in MapScriptgalaxy
Scri:Trigger error in gt_herodies_Func: Paramter out of bounds in GameAttributePlayersForTeam' [Value: -1. min: 1 max: 16]
near line 87 in gt_herodies_Func[] in MapScriptGalaxy
Scri:Trigger error in gt_herodies_Func:Could not get 'to' from parameter in 'UIDisplayMessage' [value :0]
near line 87 in gt_herodies_Func [] in MapScriptGalaxy
Here is my trigger Text
hero dies
Events
Unit - Any Unit dies
Local Variables
killed unit = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
Variable - Set killed unit = (Triggering unit)
UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to temp group
General - Wait 5.0 Game Time seconds
Unit - Revive killed unit
Unit - Move killed unit instantly to (Start location of player (Player (Triggering player) from (Allies of player (Triggering player)))) (No Blend)
Unit - Set (Triggering unit) Life to 400.0
UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area
This trigger worked perfectly on a small version of the map. I have 8 computer players and 2 human players. I am in the process of working out a dota style map with automated computers.... Perhaps too many computers? I know at some point I need to just have 2 computer AIs. but for now I thought this simple test would work.
Hello, I am attempting to build a simple map with heros that respawn after they die. I am using 8 computer players (2 teams) that automatically fight each other similar to the creep waves in DOTA/League of Legends.
I am trying to figure out how to set the victory conditions for everyone respectively but not sure how to go about doing it.
Basically, there will be two bases setup and the objective will be to battle with your heros and destroy the enemy bases. Heros respawn after being killed. There are 8 bases (8 computer players), and to win you have to kill all 4 bases on the enemy team. You lose if your bases are destroyed first.
How would I go about setting up victory and defeat conditions for this scenario?
So I was able to get the fighters to launch but now the other two weapons are not functioning. I also un checked the linked cooldown and backswing on all 3 weapons.
Hello, I am trying to create a hero air unit with the ability to launch fighters. I'm using the mothership as a hero unit in a custom map and it has multiple weapons. So far I have been able to get the other two weapons firing simultaneously but the launch interceptor ability only launches one fighter and not all 8. Does anyone know how to make this work and know why it is only launching one fighter ?
So I tried the published version of the map and everything was working except for one command card on the mercenary compound which I use to purchase heros for the game. There are also enemy heros which the players must battle against. One of the heros was replaced with nitro pack upgrades after the latest starcraft 2 patch. So that was what I first noticed, however upon entering the editor to fix the issue, I could find no problem with the merc compound and when testing the map (the current one saved on my computer) none of the data modifications that is in the map is even working. I've messed with the dependencies a bunch I just have no clue why one blizzard patch could cause so much trouble to my map. Doubt I'll be making any more maps in the future if patches have this effect. I heard serious map makers have to redo their maps with each patch is that true?
0
Hello, I was trying to put the upgrade abilities (Protoss Shields, Air weapons, air armor) on a single protoss air unit. I was successful in putting the ability and the buttons on the unit and can even upgrade to level 1 on all three but after level one upgrade has finished, it does not show the level 2 button. I have placed all three upgrade buttons just like it is on the forge and cybernetics core. What am I still missing? Or better yet, how can I make the upgrade infinite so you can just keep upgrading all you want.
0
Hey thanks for the help! Great Tutorial!
0
I gave a custom unit the ability to launch fighters. However, you can build infinite interceptors on the unit. How do you restrict it so you can only build the default 8?
0
@onlyleviathan: Go
Here is a simplier version of the code, AND I still get the exact same error message that is above.
hero dies Events
Local Variables Conditions
Actions
So I realize that some other problem is going on in the map. Here is the attachment.
0
@onlyleviathan: Go
I basically copied the triggers from this tutorial....
http://www.sc2mapster.com/forums/resources/tutorials/17011-complete-noobs-guide-to-dota-style-maps-part-4/
If you think there is a simplier way to create respawns, I am all ears....
0
@hobbidude: Go
I had the life set to 400 because the unit was starting with 1 hp. I think there's probably something in the data editor to fix that but I haven't found it yet. However, that was on the map in which the trigger was working just fine and respawning the hero.
0
@hobbidude: Go
Why would it not be classified as a unit? I did some modifications to the unit in the data editor but I didn't change any of it's core qualities that classify it as a unit. That is very strange, I even played the map without the respawn and it works fine. I can train the unit like any other normal unit on the map as well.
Here is the code redone. This code is basically taken from a tutorial on how to respawn heros. I think that other variable was added for item inventories. I have put that code back in here.
hero dies Events
Local Variables
Conditions
Actions
Actions
Actions
Any help in understanding why these errors are occurring. I'm just not sure how its not registering the unit as a non-unit. I was able to get this to work in a small version of the map, but when I transferred over to my map with the modifications it started giving me the error messages.
0
So I test these triggers in a small version of the map and I had no problem getting my heros to spawn after dying. I then copied the triggers into the big version and low and behold I get error messages. Can someone tell me what the heck this message means.
Scri: Trigger error in 'gt_herodies_func':Could not get 'unit from parameter in "UnitSetPosition' [value:223#1]
Near line 85 in gt_herodies_Func[] in MapScriptgalaxy
Scri:Trigger error in gt_herodies_Func: Paramter out of bounds in GameAttributePlayersForTeam' [Value: -1. min: 1 max: 16]
near line 87 in gt_herodies_Func[] in MapScriptGalaxy
Scri:Trigger error in gt_herodies_Func:Could not get 'to' from parameter in 'UIDisplayMessage' [value :0]
near line 87 in gt_herodies_Func [] in MapScriptGalaxy
Here is my trigger Text
hero dies
Events
Unit - Any Unit dies
Local Variables
killed unit = (Triggering unit) <Unit>
temp group = (Empty unit group) <Unit Group>
Conditions
((Unit type of (Triggering unit)) is Hero) == True
Actions
Variable - Set killed unit = (Triggering unit)
UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to temp group
General - Wait 5.0 Game Time seconds
Unit - Revive killed unit
Unit - Move killed unit instantly to (Start location of player (Player (Triggering player) from (Allies of player (Triggering player)))) (No Blend)
Unit - Set (Triggering unit) Life to 400.0
UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area
This trigger worked perfectly on a small version of the map. I have 8 computer players and 2 human players. I am in the process of working out a dota style map with automated computers.... Perhaps too many computers? I know at some point I need to just have 2 computer AIs. but for now I thought this simple test would work.
0
@zeldarules28: Go
Thanks! Now how do I use triggers to make my heros respawn after they die? I have them respawning at starting locations.
0
Hello, I am attempting to build a simple map with heros that respawn after they die. I am using 8 computer players (2 teams) that automatically fight each other similar to the creep waves in DOTA/League of Legends.
I am trying to figure out how to set the victory conditions for everyone respectively but not sure how to go about doing it.
Basically, there will be two bases setup and the objective will be to battle with your heros and destroy the enemy bases. Heros respawn after being killed. There are 8 bases (8 computer players), and to win you have to kill all 4 bases on the enemy team. You lose if your bases are destroyed first.
How would I go about setting up victory and defeat conditions for this scenario?
0
@DrSuperEvil: Go
Thanks! Looks like that did the trick!
0
@DrSuperEvil: Go
So I was able to get the fighters to launch but now the other two weapons are not functioning. I also un checked the linked cooldown and backswing on all 3 weapons.
0
Hello, I am trying to create a hero air unit with the ability to launch fighters. I'm using the mothership as a hero unit in a custom map and it has multiple weapons. So far I have been able to get the other two weapons firing simultaneously but the launch interceptor ability only launches one fighter and not all 8. Does anyone know how to make this work and know why it is only launching one fighter ?
Thanks!
0
I was able to solve this problem..... Thanks!
0
So I tried the published version of the map and everything was working except for one command card on the mercenary compound which I use to purchase heros for the game. There are also enemy heros which the players must battle against. One of the heros was replaced with nitro pack upgrades after the latest starcraft 2 patch. So that was what I first noticed, however upon entering the editor to fix the issue, I could find no problem with the merc compound and when testing the map (the current one saved on my computer) none of the data modifications that is in the map is even working. I've messed with the dependencies a bunch I just have no clue why one blizzard patch could cause so much trouble to my map. Doubt I'll be making any more maps in the future if patches have this effect. I heard serious map makers have to redo their maps with each patch is that true?