I did this myself for a map. You run a some loops to periodically increase X and create a rain emmiter at X,Y. When X reaches the map bounds, it gets reset to 0 and Y is incremented by however much you want. This covers the entire map in rain emmiters, which DO create rain, I know this for a fact.
Done something like that, too, and it worked fine.
@Deeweext: Go
Theres no problem about.
You would have a great benefit using local variables if you sometimes have to change Triggering Unit to a other method like eg. Killing Unit.
Try storing the owner in a local variable and see what comes out.
This could realy solve the problem.
Because a unit will be removed from the game after death (if you don't set the the deathtime in unit stats).
After that Triggering Unit points to nothing and you get an exception because your array index gets -1.
So here are the solutions:
Set Stats- Deathtime to e.g. 30sec so the Hero is not removed when you want to use it for indexes
or save the playernumber in a local variable so you are independet from the hero variable
The variables are all global, and if I wouldn't use the [owner of triggering unit -1] i would have to copy and phaste 10 times and change it from 0-9 since there are 10 players and each one has its slot in the array, player one has [0], player 2 has [1] etc...
Triggering Unit, Last restored Unit etc. are functions that grant access to (local) variables wich are linked with each trigger execution.
The clue with local vars is that u write instead of
your condition is messed up. the condition has to apply to the event. so what fires the trigger is when any unit dies. that has nothing to do with the triggering player. an example of triggering player is when a played uses a dialog item or leaves the game. you haev to change that to the owner of the triggering unit also with the action in your second trigger. needs to say owner of triggerint unit. you also want to just modify the global variable, dont set it.
Quote from Unit Dies Event Hint:
Use "Triggering Player" to get the owner of the unit that died.
Triggering Player is possible, but would refer to the false Player. What you can use here is Killing Player or Owner of (Kiling Unit) to get the Player, wich killed the Unit.
i don't have endless loops, but a function with many for-loops wich I can't leave. so adding waits could maybe solve that error?
hmmm, let's test is out... :)
As long as Saving in Multiplayer is not possible (AFAIK) you have to use Variables or the Bank System to save all necessary Data.
When your Hero dies, just reload all Data...
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Use Create Cargo Units and Issue Order To Unit
Cheers Then
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Done something like that, too, and it worked fine.
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Other method is creating a Actor with triggers where u need the rain. There exist several rain actors/doodads wich u can use.
Cheers Then
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@Deeweext: Go Theres no problem about.
You would have a great benefit using local variables if you sometimes have to change Triggering Unit to a other method like eg. Killing Unit.
Then you have a lot of work ;)
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This could realy solve the problem.
Because a unit will be removed from the game after death (if you don't set the the deathtime in unit stats). After that Triggering Unit points to nothing and you get an exception because your array index gets -1.
So here are the solutions:
BTW:
Triggering Unit, Last restored Unit etc. are functions that grant access to (local) variables wich are linked with each trigger execution.
The clue with local vars is that u write instead of
something like this:
Now you can easly change the all your comparision stc without clicking through all but only changing the definition of hero.
Cheers Then
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Wich region do you mean?
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Then
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@Ideath999: Go
I think theres a library for doing this.
See this: http://forums.sc2mapster.com/resources/trigger-libraries/13549-library-color-chooser-v-0-3/
Cheers
Then
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Triggering Player is possible, but would refer to the false Player.
What you can use here is Killing Player or Owner of (Kiling Unit) to get the Player, wich killed the Unit.
Cheers
Then
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@uiasdnmb: Go
i don't have endless loops, but a function with many for-loops wich I can't leave. so adding waits could maybe solve that error?
hmmm, let's test is out... :)
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@LinkD: Go
so if you add a wait, this ould not occure?
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@jmzg0: Go
You can do this either using "Pich Each Unit In Unit Group":
Or using a separate Variable and "For Each Unit In Unit Group":
Cheers
Then
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@NarcoticNite: Go
As long as Saving in Multiplayer is not possible (AFAIK) you have to use Variables or the Bank System to save all necessary Data. When your Hero dies, just reload all Data...
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Then
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This could do your job, but I haven't tested it...
Maybe you have to change the Group Condition Any Player to (Owner of (Triggering Unit))
Edit: Forgot Unit spawn, sry ;)
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Then
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Ok, thanks.
Maybe this is fixed in the next Patch...
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Then
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Any way to change it?
E.g. by editing the Library File?