Probably could simplify the leash using a buff that constantly issues order to the creating unit but the issue order has a Location Range validator that is enabled if the unit is futher than x away from the creating unit. Easiest way to identify the creator compared to other units would be to get the create effect tree to apply a hidden recognition buff onto the creating unit which a search area effect then validates for combined with a Unit Type validator.
Yeah I've been looking into a validator for the past few hours. My initial thoughts were to apply a detect range validator to the issue order effect but I am afraid I don't know how to use validators. Currently though I do have the zergling following my infested marine around after it summons. However, any time I move, the zergling stops attacking and follows me. Also, the zergling follows to close. And I have no idea to accomplish what you just said, heh.
You could have a look here, where I implemented a basic leash by using an aura (periodic search to apply a behavior). The behavior's expire effect then issues an order back to the caster. So whenever the unit loses the aura buff (aka leaves the leash range), it moves back in range.
This uses basically the same thoughts, DrSuperEvil described.
Thats exactly the effect I am going for. However, in both cases I am not sure how to accomplish the task. I think the validator would be the better choice seeing as thats all I really lack to get it working properly. Ill take a look at the map and see what I can come up with. Thanks.
Here is an updated version of the map and what I have so far.
@DrSuperEvil: Yep, the caster unit is an infested marine with a gause rifle as weapon.
Well I figured out what I was doing wrong. The ability was triggering the set effect when it needed to simply trigger the create unit effect. So I set the ability effect-effect to the create unit effect. Then I set the create unit effect - effect spawn to the set effect. This gave me the desired results. Now all I have to do is set up the leash.
How do I use the Search area effect to accomplish the leash?
Thanks for the tutorial, it might come in handy later. Unfortunately, even after I duplicated his tutorial, I was still unable to get the behaviors to apply to the zerglings. I tried both changing mine to fit the tutorial and after frustration I just started a new map following his tutorial and neither worked. I decided to just go with that tutorials version. But again, the behavior isn't getting applied to the unit. I get the burrowed zergling created, it unburrows and I can still control it (even after setting the flags to uncommandable) and it doesn't follow my caster. What I think is happening is that the behavior is getting applied to the burrowed zergling and the effect is off when i order it to unburrow? I did a little test and sure enough, if I leave out the Issue Order effect, I can't do anything to the zergling. But since its burrowed it wont follow, lol.
Edit
For whatever reason, under the units tab a duplicate unit from Summoned Zergling was created but its source was LibertyMulti.SCMod. So I set the flags of that one to Uncontrollable and now I can't control the zergling. But it still doesn't follow.
This is what I have so far. The ability is set up and the zergling spawns perfectly and unburrows like I want it to. However, the behavior of making the unit unable to do anything isn't getting applied to the zerglings. I've treid setting the abilities EFFECT - EFFECT to (Summon Ling (No Control)) to try and trigger the behavior alone but nothing happens. What am I missing or doing wrong?
Ok thanks! I was able to get the zergling to unburrow when I created it. However, I was unable to find the map you referred to and I was also unable to prevent player control of the summoned zerglings. I think I created the behavior and the Apply Behavior effect correctly I just don't know how to link them to the ability.
How do I link the Apply Behavior effect to an ability?
I've got this ability I made that summons a burrowed zergling. As it now I just have a trigger that auto-unburrows the zergling but was wonder just how far the data side of this ability could I take it. I am wanting to do 4 things and am I not sure if they can be done with the data editor or if I have to use triggers. If I could I would like to do it purely with data.
So basically.....Data or Trigger?
1. Upon creating a burrowed unit, I want it to unburrow automatically.
2. The unit created becomes an ally but creator is unable to control it.
3. Created unit wanders around creator attacking enemies at will but never getting to far away.
4. If created unit gets to far away, move unit back to creator.
I am trying to set up a camera that follows one unit. It works perfectly fine when the unit moves along level ground. However, I have some man made cliffs and valley's that severely place the unit off center. It appears that the farther down in elevation the unit travels, the closer it gets to the bottom of the screen. The same thing happens when I climb in elevation except the unit gets closer to the top of the screen.
How do I keep a unit in the center of the screen/camera regardless of elevation?
Think health bars. When you take damage the bar gets squished from one side. However, when I simply do the trigger it doesn't move the center of the pic, it moves both ends closer (or farther) from the center. I just want the image to stretch/shrink from one end.
I am trying to resize an image. I want to stretch the image from the left. By using the trigger "Set Dialog Item Size" and increasing the x parameter, it stretches the image on both sides. Kinda hard to explain....
When I stretch it stretches like this
<---------o------------>
and I need it to stretch like this
o--------------->
I hope that makes sense
Docking Bay 13 is a unit defense map that, we think, really takes things to the next level. Instead of the traditional way of increasing damage by either upgrading weapons or buying more powerful units, we took a different approach. Every unit has a purpose, thus, making every unit viable at virtually every point in the game. We combined both ground and air incoming levels in a such a way that it creates a really chaotic feel to the game while applying KISS (keep it simple stupid) at the same time. The over all goal is to create a unique, replayable experience that everyone can enjoy, or at least learn to enjoy. We don't necessarily want it to be beginner friendly (I.E. you just bought SC1 yesterday and found out there is a sequel) but at the same time we don't want players to be discouraged because of difficulty.
Without going into too much detail, here is a brief overview. For more info check out the project thread in my signature.
Features included in current beta release:
3 Random Events
25 levels
15 unique units to buy
A really fun unique boss unit never before seen (above ground anyways)
Unique gameplay interface for purchasing units
Transforming station to upgrade your units
Unique gameplay expeirience to really test your abiltiies
Looking for feedback/help with:
All Tier 3 Units need abilities, new weapons and descriptions
Some tier 2 units abilities need to be changed, revamped and/or added
Balancing this map is going to be a huge undertaking as the difficulty changes with each new player
Needing ideas for new random events
ANY feedback and discussion is welcome. Check my sig for more info and to download the map.
When I duplicated the nydus worm it already included a mover. I simply changed it from ground to flyer. Also, the movable flag was checked by default but I did uncheck structure. Still, no change.
I also took a look at the mape BorgDragon posted and I can't find out what I am doing different.
0
Yeah I've been looking into a validator for the past few hours. My initial thoughts were to apply a detect range validator to the issue order effect but I am afraid I don't know how to use validators. Currently though I do have the zergling following my infested marine around after it summons. However, any time I move, the zergling stops attacking and follows me. Also, the zergling follows to close. And I have no idea to accomplish what you just said, heh.
Thats exactly the effect I am going for. However, in both cases I am not sure how to accomplish the task. I think the validator would be the better choice seeing as thats all I really lack to get it working properly. Ill take a look at the map and see what I can come up with. Thanks.
Here is an updated version of the map and what I have so far.
0
@DrSuperEvil: Yep, the caster unit is an infested marine with a gause rifle as weapon.
Well I figured out what I was doing wrong. The ability was triggering the set effect when it needed to simply trigger the create unit effect. So I set the ability effect-effect to the create unit effect. Then I set the create unit effect - effect spawn to the set effect. This gave me the desired results. Now all I have to do is set up the leash.
How do I use the Search area effect to accomplish the leash?
0
Thanks for the tutorial, it might come in handy later. Unfortunately, even after I duplicated his tutorial, I was still unable to get the behaviors to apply to the zerglings. I tried both changing mine to fit the tutorial and after frustration I just started a new map following his tutorial and neither worked. I decided to just go with that tutorials version. But again, the behavior isn't getting applied to the unit. I get the burrowed zergling created, it unburrows and I can still control it (even after setting the flags to uncommandable) and it doesn't follow my caster. What I think is happening is that the behavior is getting applied to the burrowed zergling and the effect is off when i order it to unburrow? I did a little test and sure enough, if I leave out the Issue Order effect, I can't do anything to the zergling. But since its burrowed it wont follow, lol.
Edit
For whatever reason, under the units tab a duplicate unit from Summoned Zergling was created but its source was LibertyMulti.SCMod. So I set the flags of that one to Uncontrollable and now I can't control the zergling. But it still doesn't follow.
0
This is what I have so far. The ability is set up and the zergling spawns perfectly and unburrows like I want it to. However, the behavior of making the unit unable to do anything isn't getting applied to the zerglings. I've treid setting the abilities EFFECT - EFFECT to (Summon Ling (No Control)) to try and trigger the behavior alone but nothing happens. What am I missing or doing wrong?
0
Ok thanks! I was able to get the zergling to unburrow when I created it. However, I was unable to find the map you referred to and I was also unable to prevent player control of the summoned zerglings. I think I created the behavior and the Apply Behavior effect correctly I just don't know how to link them to the ability.
How do I link the Apply Behavior effect to an ability?
0
I've got this ability I made that summons a burrowed zergling. As it now I just have a trigger that auto-unburrows the zergling but was wonder just how far the data side of this ability could I take it. I am wanting to do 4 things and am I not sure if they can be done with the data editor or if I have to use triggers. If I could I would like to do it purely with data.
So basically.....Data or Trigger? 1. Upon creating a burrowed unit, I want it to unburrow automatically. 2. The unit created becomes an ally but creator is unable to control it. 3. Created unit wanders around creator attacking enemies at will but never getting to far away. 4. If created unit gets to far away, move unit back to creator.
0
Search for ui_loadingbar or just shorten it to ui to show all the ui "bars"
0
0
@FuzzYD: Go
Think health bars. When you take damage the bar gets squished from one side. However, when I simply do the trigger it doesn't move the center of the pic, it moves both ends closer (or farther) from the center. I just want the image to stretch/shrink from one end.
0
0
Docking Bay 13 is a unit defense map that, we think, really takes things to the next level. Instead of the traditional way of increasing damage by either upgrading weapons or buying more powerful units, we took a different approach. Every unit has a purpose, thus, making every unit viable at virtually every point in the game. We combined both ground and air incoming levels in a such a way that it creates a really chaotic feel to the game while applying KISS (keep it simple stupid) at the same time. The over all goal is to create a unique, replayable experience that everyone can enjoy, or at least learn to enjoy. We don't necessarily want it to be beginner friendly (I.E. you just bought SC1 yesterday and found out there is a sequel) but at the same time we don't want players to be discouraged because of difficulty.
Without going into too much detail, here is a brief overview. For more info check out the project thread in my signature.
Features included in current beta release:
Looking for feedback/help with:
ANY feedback and discussion is welcome. Check my sig for more info and to download the map.
0
It turned out to just be easier to duplicate a unit that can move and give it the model of the nydus. Thanks though.
0
When I duplicated the nydus worm it already included a mover. I simply changed it from ground to flyer. Also, the movable flag was checked by default but I did uncheck structure. Still, no change.
I also took a look at the mape BorgDragon posted and I can't find out what I am doing different.
0
Trying to make a nydus worm move-able. So far I've tried the following:
Even after this, the worm still wont move even if I give it the command. Any thoughts?
0
Changing nearby values does not help. No matter what I change I can't get it working :/