This is a very easy fix. Just use a "Wait" command as the first line in the trigger actions, before any issue order command. Search for the trigger action "Wait."
In the "sounds" tab there are a great many options here, and I feel like you should be able to change the octave it resonates in or pitch, but after some experimenting I don't hear any differences. Is there any explanations around saying what each thing here does, or how I can make a sound deeper / shorter / higher / anything?
I know cinematic mode turns off many sound channels by default, but how do you put them back on? Is it just "unmute sound channel?" Also, how do you know what sound channels correspond to what sounds? I'm trying to play the sentry attack sound and the sound of destructible rocks exploding but can't get them to play.
This is sort of a trigger / terrain combo question, but is interesting nonetheless. Would it be possible to have a unit walk seamlessly from the cliff onto a doodad designed to be a bridge (like a really scaled up pipe), using it as a bridge to another raised piece of terrain? Then could I later have the unit walk underneath this pipe bridge? Note that units don't need to walk on the pipe and below the pipe at the same time - some type of permanent change can occur, changing the pathing in the time from when it goes over to when it goes under.
Trying to get the Devil Dog to play the "Stand Ready" animation but it seems that it's bugging out hard... when triggered in-game, it lasts for a random amount of time or doesn't fire at all. Other unit animations are working just fine for me and I am able to dictate their blending times and durations. Anyone else run across this problem or a similar one? Or found a way to work around this error?
I can make a unit do additional damage through a behavior easily through the combat tab, but how do I apply an effect through the behavior that adds, say, 10 damage to biological units that the unit under the effect targets? I tried setting a Search Area effect through the Effect: Effect - Initial on the behavior that then applies a new damage effect, but it doesn't work.
This trigger works, but it sends the triggering unit to the point that the zergling was standing at when the issue was ordered, and when it gets there it stands still. How can I make the triggering unit follow it indefinitely?
To stay with the true nature of the the "thorns" aura, how do you make it so the aura only damages attackers doing melee damage? Or, more simply, only effect targets that are at most 1 range away? What type of validator would this use?
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This is a very easy fix. Just use a "Wait" command as the first line in the trigger actions, before any issue order command. Search for the trigger action "Wait."
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In the "sounds" tab there are a great many options here, and I feel like you should be able to change the octave it resonates in or pitch, but after some experimenting I don't hear any differences. Is there any explanations around saying what each thing here does, or how I can make a sound deeper / shorter / higher / anything?
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I know cinematic mode turns off many sound channels by default, but how do you put them back on? Is it just "unmute sound channel?" Also, how do you know what sound channels correspond to what sounds? I'm trying to play the sentry attack sound and the sound of destructible rocks exploding but can't get them to play.
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This is sort of a trigger / terrain combo question, but is interesting nonetheless. Would it be possible to have a unit walk seamlessly from the cliff onto a doodad designed to be a bridge (like a really scaled up pipe), using it as a bridge to another raised piece of terrain? Then could I later have the unit walk underneath this pipe bridge? Note that units don't need to walk on the pipe and below the pipe at the same time - some type of permanent change can occur, changing the pathing in the time from when it goes over to when it goes under.
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Trying to get the Devil Dog to play the "Stand Ready" animation but it seems that it's bugging out hard... when triggered in-game, it lasts for a random amount of time or doesn't fire at all. Other unit animations are working just fine for me and I am able to dictate their blending times and durations. Anyone else run across this problem or a similar one? Or found a way to work around this error?
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@DrSuperEvil: Go
Can you also use banks to form a sort of "campaign" between maps, like the Wings of Liberty Campaign? If so, how?
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Thank you very much for the in-depth and informative responses guys. I really appreciate them.
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For the show on 3/21:
Maybe an intro to global data variables and how to create and recall them?
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I can make a unit do additional damage through a behavior easily through the combat tab, but how do I apply an effect through the behavior that adds, say, 10 damage to biological units that the unit under the effect targets? I tried setting a Search Area effect through the Effect: Effect - Initial on the behavior that then applies a new damage effect, but it doesn't work.
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@zeldarules28: Go
FYI ZR, the countdown clock for the show is inaccurate since daylight savings occurred
Also I'll take this opportunity to ask another question: How do you make a "taunt" type of ability (through Data)?
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@ZealNaga: Go
This trigger works, but it sends the triggering unit to the point that the zergling was standing at when the issue was ordered, and when it gets there it stands still. How can I make the triggering unit follow it indefinitely?
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@Qwesar_: Go
Bump. I would also like to know this as well.
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How would I set up this action? I want it to look something like: Order triggering unit to move to closest zergling
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@zeldarules28: Go
I have a question for the show on 3/14. How can I make a levelable, passive ability for a hero? Something like each point increases armor +2?
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@DrSuperEvil: Go
To stay with the true nature of the the "thorns" aura, how do you make it so the aura only damages attackers doing melee damage? Or, more simply, only effect targets that are at most 1 range away? What type of validator would this use?