Have you tried setting camera bounds, instead of the playable area to see if that works better?
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Feb 11, 2018Posted in: TriggersThank you for the suggestion, that works much better.Apparently when you use triggers to move characters around outside the playable area, they're allowed to ignore regular pathing. Now I just have to switch camera bounds every time I change cameras, but other than that it's working fine.
Feb 3, 2018Posted in: Triggers
So you are pausing all units in the map and only activating them in that region?I haven't been. Is that necessary?So every time I cut from the planet's surface to the ship/s bridge for a cutscene, should I pause all the units on the surface?
Feb 2, 2018Posted in: Triggers
Just wondering because I've had some truly weird behavior when using it.
I have a map where after you reach a certain point you enter a new area (the caves), and once you've done your objective there you go back to the original area (the surface). I also have some cutscenes taking place in different areas (i.e. the outpost headquarters, the bridge of the ship, etc.) and these "movie sets" aren't part of the regular playable areas.
I'm experiencing some weird, and I mean REALLY absurd, behavior when trying to change the playable map area.
--Everything works fine if I don't try to change the area (let the player have the whole map at all times)
--When I set a playable area to start in, and I try to change it later, it doesn't work. I can feed the trigger action any region I want, or the entire map, and nothing changes
--If a playable area is set and the movie sets are outside of it, then during the cutscenes the people are ignoring pathing. Someone is supposed to walk down the hall and into a room, instead they walk right up over the wall.
Has anyone else had any problems like this? Does anyone know how to fix it?
Jan 24, 2018Posted in: Triggers
I figured it out. It turns out male colonists don't have a portrait by default. They have a static (2d) portrait, which would show if I had portraits set to 2d, but no 3d one. So I had to link them in the data editor. Then I had to actually create a separate colonist unit + actor for each character to stop them from getting a random portrait each time.
Jan 24, 2018Posted in: Triggers
Thought you could not use flash for transmissions?Are you referring to the "...(Gilbert with Flash (Do Not override portrait)..."?I played around with that (and with "Do Not override portrait") and I can't actually figure out what either one does. All my other transmissions have Flash and Do Not override, and they all work fine. This problem seems unique to the "colonist (male)" unit. Replacing him with any other unit type causes no problems.
Jan 24, 2018Posted in: Triggers
I'm having trouble with a trigger-driven cinematic not showing a character's portrait.
Here's my trigger action:
Send transmission to (All players) from (Gilbert with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "GILBERT" and message "I think I hear something." using (Cinematic portrait at Bottom Left) with "" playing Talk (Set To 2.0 seconds, Wait until it finishes, owning player Global Sound)
Gilbert is the unit variable that refers to one of my colonists. I know the var is set properly because the trigger also orders him to walk around and that part works fine.
This is the same (copied + pasted) as the trigger action that runs all my other transmissions, and they all show portraits properly. I also have transmissions coming from a female colonist, and THAT shows the portrait. But all my male colonists have no portrait -- just a rectangle of static. I've been trying for over an hour and can't figure it out. Anyone know how to fix it?
Oh, and I haven't changed anything in the data editor relating to the colonists, either.
Jan 7, 2018Posted in: General Chat
This is something I was thinking about while at work. I'm currently playing through Starcraft: Mass Recall and I had finished one of the space platform missions earlier today. So I got to thinking... who built these space platforms? What real purpose do they serve?
The following is a conversation between a Terran General and one of his top engineers.
Engineer: "General, my team has finished construction on this space platform, from which you can stage your attacks and coordinate strategy."
General: "Oh, Wonderful! This is so... big!"
E: "I know. It took a truly ridiculous amount of resources and labor to build. I mean, it's literally as big as hundreds of Battlecruisers put together. And the workforce it took to build it could easily crew that many ships and have a TON of people left over."
G: "So... why didn't you just build me hundreds of Battlecruisers instead? Even just a dozen capital ships would give us a massive advantage. Instead of being tied to one stationary platform, I could use one ship as my mobile command HQ, and coordinate attacks from there..."
E: "Oh, if you want Battlecruisers you can build them yourself. See, I also mined tons and tons of minerals and brought them here for you."
G: "Wow, thanks!"
E: "I could easily have refined them and put them directly into storage. I mean, I processed all the resources to build the platform itself, didn't I? But no, instead I placed chunks of raw ore around the Command Center. When you need them, just send out the SCV's to mine them. Just like if you were on a planet."
G: "Wow... thanks..?"
E: "I also brought a whole bunch of Vespene gas for you. It's..."
G: "Don't tell me."
E: "In raw form, in reservoirs beneath the surface of the platform. You'll have to build Refineries and use SCV's to collect it."
G: "How is this different from simply setting up my base on a planet?"
E: "Wait, you didn't let me finish. See, I scattered clusters of minerals and gas vents all around, not just here at the primary HQ. You'll have to explore around and build mining outposts."
G: "Don't you have a map of your own platform?"
E: "Of course I do! It not only shows where I put the resources, but also things like ramps that connect different levels, and places where the paths are blocked by exhaust vents or those weird spinning contraptions I like to put here and there for no particular reason. I have a complete blueprint of the whole thing, but I'm not going to give it to you! You'll just have to explore it yourself. But you better hurry, because the enemy might already be working at the other end."
G: "Other end?"
E: "Yes, I made some convenient places for the Zerg, Protoss, or even an enemy Terran faction to land. You know, just in case they want to stop by and mount an attack against us, and they may need resources. So I put about half the minerals and gas over there for them to use.
G: "......Dude, whose side are you even on???"
Jan 2, 2018Posted in: Data
To explain what I’m trying to do:
- Give a Ghost the ability to detect cloaked enemies, so he can attack them and they’re visible on the player’s screen (this part was easy)
- Make it so it’s ONLY the Ghost who can attack the things he detects. So Marines near him won’t be able to see or attack them. (no idea how to do this)
- Not mess up regular detectors, so missile turrets, ravens, etc. can reveal cloaked stuff for everyone to attack without interfering with any nearby ghosts
Jun 9, 2012Posted in: General Chat
I must say, I find this a bit disappointing. First they got rid of the Reaver. Now they're dropping the Carrier, too. Does Blizzard just want me to stop playing Protoss or something?
I do like their ability that shields the minerals so you can't mine.
Is a Warhound's mine going to be visible to the enemy once it attaches to a unit? They should make it so it isn't. The splash damage would only be effective if the other player can't just separate out the units with a mine on them.
Jun 5, 2012Posted in: Data
It seems like this would be easier with triggers. Just give your Flood Spore Cloud a dummy ability, which basically does nothing, and then have a trigger that activates whenever the ability is used, kills the targeted unit, and creates an infected version of that unit at the same location, but under the player's control. The blood splash from killing the unit would cover the change.
I'd recommend using a "Switch" operation to select the unit type, i.e.
Switch (unit type of targeted unit) If (Zergling) Create 1 Infected Zergling at (point) for (player) If (Hydralisk) Create 1 Infected Hydralisk at (point) for (player)
and so on for each unit.
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