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    posted a message on Removing a unit's ground collision

    has anyone figured this out? setting collide index to 0 doesnt work

    Posted in: Data
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    posted a message on set upgrades from Barracks Techlab via Data module?

    is there a way to give upgrades from the Barracks TechLab automatically to a player via the Data module?

    Posted in: Data
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    posted a message on how to trigger automatic upgrades when Barracks TechLab is built?

    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?

    Posted in: Triggers
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    posted a message on trying to make TechLabs not collide with units (can be walked through)

    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?

    Posted in: Data
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    posted a message on how to get attack waves working again after "issue order" or "issue ai order"?

    after "issue order" or "issue ai order" actions, attack waves are stopped for that Ai personality. how do i get them working again?

    Posted in: AI Development
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    posted a message on Defend base AI

    Thanks zeldarules28!

    "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?

    Posted in: Triggers
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    posted a message on defend area with melee ai?

    how do i send units to defend an area if its being attacked with the melee AI?

    Posted in: Triggers
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    posted a message on Forcing AI to Build a Base and Train Units

    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?

    Posted in: AI Development
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    posted a message on (Help) Unit Spawning Delay

    how do i spawn a unit properly from its appropriate building?

    Posted in: Miscellaneous Development
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    posted a message on How to give AI Commands

    why doesnt blizzard give adequate documentation on the scenario editor?!?! so ridiculous that there's no documentation anywhere on the ai triggers.

    Posted in: Triggers
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