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    posted a message on Change ownership of units in region

    Do you actually need the If Then Else action? In the "Region Matching Condition" you can have the condition being a unit type check. That way you would just need the change ownership action.

    Posted in: Triggers
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    posted a message on Change model based on nearby units

    You might be in luck, I made a handy wall system for a map I was playing with a while ago, its all done through trigger though.

    Is this what you're looking for?

    Wall 1

    Wall 2

    Wall 3

    Note if a piece is destroyed the walls will not react, I wanted it like that though because in reality if a wall segment is destroyed the other parts will not go ahh shit we gotta rearrange again.

    Posted in: Triggers
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    posted a message on Validator to check missile range

    @DrSuperEvil: Go

    Lol yeah movers are just as problomatic for me right now as validators, but I have been messing around with them.

    So to do this I would have my primary motion phase that has its (Outro - "blend at range") set to my target distance, 2 for example so it would then switch to its second motion phase at that distance, then just get the validator to check for the second motion phase?

    Posted in: Data
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    posted a message on Validator to check missile range

    This might be a simple problem but I've played around with the detect range validator and can't get it working, not sure how reference the firing unit?

    What I want is a validator that will return true if the missle has travled more than a set distance from its launch point/unit.

    My two intended uses for this are: 1. Making an effect that will search for cover objects anywhere after two distance (I know how to do all the effects, just need the range check) 2. Making bullets expire after travling a certian distance.

    If you can think of a better way to do either I'd like to hear them

    Posted in: Data
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    posted a message on Weapon that auto targets own units

    @Nardival: Go

    @sgtnoobkilla: Go

    Hey thanks for the suggestions guys but I've had all these fields filled in exactly like this and still getting the problem. Again the unit works totally fine when using the regular attack ability and having the dummy target belong to an enemy, its only when the dummy belongs to the player and using the custom attack ability that he wil not retarget when the dummy leaves range.

    @tdhsst: Go

    The only scan field I can see on the weapon is Minimum Scan Range, I've tried every number in here from 0 to 100, well almost, and still nothing ><. FYI I'm just moving the same dummy target every 0.05 seconds, not making a new one each time.

    At this point I'm thinking it might be easier to just have everyone's target belong to one player that is enemy to all, and somehow make each of them targetable by only 1 player.. Any ideas on how to do this?

    Posted in: Data
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    posted a message on Weapon that auto targets own units

    Lol, if you read earlier posts you'd see there are no "armies" in my map.

    You control one unit and it will always aim/shot at the point you target, but can also be moving while doing this. I'm using invisible dummy targets to get the unit to target points, if any dummy target can be targeted by more than one player their weapons will mess up when they get close to each other and target the wrong points.

    I've already made a unit from scratch that can attack and move at the same time, it's just when I change the default attack abil to the custom attack that only targets the players units that I get this stupid problem where the unit will not retarget if it is moving. If he locks on while at a dead stop then starts moving, he will attack and move no problem till you move your target out of range, then he will not attack till you come to a stop again.

    Obvious work around is triggers telling the units to constantly attack the right target, but this would create a fair amount of drain on the game and I'm hoping to avoid that.

    Posted in: Data
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    posted a message on Weapon that auto targets own units

    Bump, really need a solution to this, or at least a work around that will not use too much resource, I know it's an odd problem.

    Posted in: Data
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    posted a message on Weapon that auto targets own units

    Hey thanks that worked, for the most part, but its come with a problem. My units need to attack while on the move. With this new attack ability they will aquire the target while standing still, and will continue to target/attack it while moving, but if the dummy target leaves the scan range then comes back in they will not retarget it until the unit is not moving again.. Basically they are only aquiring targets while not moving. This didn't happen using the default attack abil, they would target and retarget moving or still.

    I have continuous scan on, excluded self, and every single thing else I could from the filter on the target abil and the weapon. I'm kind of wondering if it's continuous scan is coded only to check for enemies, or does it just run any attack class abils, or maybe only the default attack abil. Any idea what the problem might be?

    Quote from Zolden: Go

    Crap, so obvious! Why didn't I think to look there when I had the same issue! Been using an excessive Issue order efect to attack the dummy unit ;/

    Lol yeah, exactly the thing I'm trying to avoid >.<, or a trigger doing the same

    Posted in: Data
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    posted a message on Weapon that auto targets own units

    Hey I've been working on a map of mine for a long time and I'm at one of the last obstacles to finally getting solid core mechanics to it finished.

    In my map there are weapons that target dummy units to give the impression of targeting points. I've decided using actual attacks and not abilites is the way to go for a number of reasons, the primary's being A: from what I've seen abilities can't be set up to function with turrets and will fire regardless of turret facing and B: it will be much easier to implement fire rates.

    So I've created my dummy target, designated psionic as my target attribute and given it to the weapon and unit. It all works fine, when the target belongs to an enemy, but seeing as I may be planning up to 12 players this will obviously lead to weapons mixing up targets. The only plausable option I can see is having each target belong to the player targeting it, so I want the weapon to auto aquire psionic units that belong to the player.

    I've messed around with the target filters and scan filters a bunch and they don't seem to allow the wep to auto target friendlies. I'm thinking theres a way to do it though putting a behavior on the target or attacker, but I'm not sure what options to set?

    Thanks

    Posted in: Data
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    posted a message on Load/unload unit into neutral structure with interact

    Hey I have never tried anything like this myself but I had a thought about what your problem might be for unloading.

    Question first though, have you actually gotten units controlled by one player loading into another player's bunker?

    If that is the case I think your problem with unloading might be the target filters feild of the load/unload ability. I checked and by default its only got player checked off, if the units inside the bunker are controlled by another player I'd think you'd have to change the filter to include ally, enemy and neutral (or whatever the relation the units in the bunker have to the bunker)

    If that works out for you it could be the same problem with the filter on the interact ability only targeting player.

    Posted in: Data
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    posted a message on Corral Ability

    Hey so I'm making a small map with as many weird and interesting units/abilties/systems as I can think up just for the sake of learning more about the editor. I've already made a cool system that properly alters the model of a wall so it looks like it fits with any ajacent walls as you build, yeah I miss tib sun.

    Currently I want to make an ability that will allow me to herd a pack of animals into a pen made out of those walls. I also want the animals to stay together when they move, like a herd and not split up, so I'm thinking a single move target point, not one for each unit. It would kind of be like an inverted taunt from WC3 stone giant.

    I've triggered in SC1, WC3, and now SC2, so I know I could make the abil work through triggers fairly easy. I know it can be done through the data editor now though, which seems the best way. Problem is data is still alien to me so I have no idea where to begin..

    So question is how could I make this ability in data?

    Thanks

    Posted in: Data
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    posted a message on Player Group Question, and attachment points

    Thanks a lot BasharTeg, was insightful and what I needed to know :).

    About attachment points though, I poked around and apparently there are two ways to make them, one method is through in game triggers andallows abilties to be put on the attached unit, which is what I need, other is through data editor somehow I think. Basically I want to make mountable weapons that will fire straight and impact the first unit, doodad or cliff they contact. I've found a sample map with a ability like this, but I have no friggen idea how I would make one of these from scratch, which I need to know. I think I can trigger it fairly easy to fire, the data editor just has me at a total loss and I dont really know where to begin, any ideas where I should start learning?

    Oh and I read some thread about utilizing some multi thread funtionality of the engine or something. It said if you make a trigger that tells your others to fire, it will run them all at once and independantly of course and use system power more efficently. I'm thinking about setting it up like this..

    Every 0.05 seconds of game play Actions: fire a seperate movement trigger for each player that is active.

    initially have say, all 4 players have actions in there to fire their trigger but just disable that action at game start if they are not present.

    Posted in: Triggers
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    posted a message on Player Group Question, and attachment points

    Just getting into Sc2 map editor, lots of exciting stuff.. Used to mess around all day with Sc1 edit back in the day and a got into WC3 for a while, but I never learned player groups and such and now I want to write these triggers properly and am running into problems.

    I have the function of the trigger working perfectly, for one person. Its a periodic event, that fires currently every .05 seconds of game time.

    The problem is I want this trigger to run for each user controlled player in the game seperatley every time it fires. Obviously I don't want 4 plus copies of the same trigger, I'd rather do it all in one, but I'm not sure the best way to do this..

    I have it set up right now in a player group -> pick every player in active players and do actions. I have arrays to hold the unit and other player specific values I need and am indexing them with picked player... But I'm not sure if this is going to run the trigger once with all the players selected somehow or run multiple copies of the actions at the same time, each dedicated to a player, which is what I want.

    I'm not sure if I should be using the "For each player in player group" or the "Pick each player in player group" function... The trigger deals with movement of the players unit, so I need seperate instances of this trigger running for each player at the interval. And If I should use the for each player function what do I use to reference the current player in array index, like where I'm using picked player now?

    My second question has to do with attachment points. I want to make a gun attached to a unit using an attachment point.

    Right now I have it just creating a unit at the attachment point, but its not even making the unit.. How do I get the names of the attachment points? And will it actually attach it to the other unit or just create it at that point like this.. How the hell do I attach stuff basically, I know theres prob a thread but I can't find a good all around attachment thread, and I really want to know how to do that and make some crazy unit frankenstines as well as put a damn gun on my vulture's weapon mounts ><.

    Thanks

    Posted in: Triggers
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