has anyone figured this out? setting collide index to 0 doesnt work
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Last active Sun, Dec, 20 2020 01:14:22
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Nov 1, 2020darchon7 posted a message on set upgrades from Barracks Techlab via Data module?Posted in: Data
is there a way to give upgrades from the Barracks TechLab automatically to a player via the Data module?
Nov 1, 2020darchon7 posted a message on how to trigger automatic upgrades when Barracks TechLab is built?Posted in: Triggers
created a trigger to try and set upgrades as soon as the Barracks TechLab is built as shown in attachment but its not triggering.
what am i doing wrong?
Nov 1, 2020darchon7 posted a message on trying to make TechLabs not collide with units (can be walked through)Posted in: Data
am trying to make the Techlabs from Barracks/Factories/Starports not collide with units so that units dont get stuck in tight spaces.
when i made their Collide Index to 0, it didnt make a difference, furthermore click options to upgrade vanished when i did this.
when i tried to change the Footprint to an underground footprint, this worked beautifully and units could walk through them! BUT again the upgrade options vanished.
how would i make this work?
May 12, 2020darchon7 posted a message on how to get attack waves working again after "issue order" or "issue ai order"?Posted in: AI Development
after "issue order" or "issue ai order" actions, attack waves are stopped for that Ai personality. how do i get them working again?
May 12, 2020Posted in: Triggers
"Position of damaging unit" works best.
Defend base (Player 2) Events Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects) Local Variables Conditions (Owner of (Triggering unit)) == 2 ((Unit type of (Triggering unit)) has Structure attribute) == True (Damaging player) != (Triggering player) Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 2 matching Excluded: Worker, Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions AI - Suggests order ( Attack targeting (Position of (Damaging unit))) to (Picked unit) using tactical AI logic
I also found solution for attack wave problem. Using "Issue AI Order" works better with attack waves. "Issue order" messed attack waves.
I don't put [SOLVED] tag yet... I do some more testing tomorrow and make sure that everything works just as I wanted ;)
Test map added.
@terhonator86, i tried using AI - suggests order, but it still messes my attack waves. how did you resolve this?
Feb 24, 2020Posted in: AI Development
how do u assign a trigger to a different ai player? let's say i hv 4 ai players. when i tried using
AI Advanced -Build 1 units of type Supply Depot in player 1's town -1 with priority 1 using build flags -1
and lets say player 1-4 are ai players. when i changed
AI Advanced -Build 1 units of type Supply Depot in player 2's town -1 with priority 1 using build flags -1
the 1st ai player went and built the supply depot in the 2nd ai's player's base rather than the 2nd player building it. how do i get the 2nd player to follow this trigger?
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