You want to make wasd movement with data? You could add a cooldown for the ability. Or do like i did: when the W key is pressed it gives a behavior to the unit called W and as long as the unit has this behavior, he moves forward.
Hm that last part confused me. So player 1 and 2 are in team 1? and player 3 and 4 are in team 2. If team 2 loses both bunker, team 1 wins, and if if team 1 loses both, team 2 wins? Then i would make 2 unit groups, one for team 1's bunkers and one for team 2's and call them bunker1 and bunker2. Then:
Event: Any unit dies
Condition:Triggering unit type == bunker
Action: If then else If: number of units in bunker1 == 0 then: end game in victory for player 3 and 4 If: number of units in bunker2 == 0 then: end game in victory for player 1 and 2
Event:Any unit dies Cond:If triggering unit type == bunker Action: End game with victory for allies of triggering player End game with defeat for enemies of triggering player.
I guess player 1 n 2 are allies and 3 n 4 are their enemies. If not, do a "if the else" to check the player.
If you want to save the buner for some reason you can put it in a unit variable with an array. for example:
Create bunker for player X and point Y... Set variable: Bunker[player] == last created unit
Yes I actually tried it now, and the actor events doesnt automatically switch to teh new weapon, but insted keep the old weapon events. Go in the actor events and you will find two Weapon Start events and two Weapon Stop events, linking to the old standard weapon. Just change the weapon to the new weapon and it works
So when it uses the weapon, it plays the attack animation. If you dublicated the weapon at the same time as the unit and actor, then it should be changed automatically, or else you have to fill the fields yourself.
For passive spells I would like to see some auraa, such as health/energy regen, damage/speed increase, or maybe an aura that makes all units deal a little splash damage :p
Haha ok in the Protoss-Warping in behavior there is a flag called Kill if unpowered, i thought it was this, but if you go to the ability Warpable and set Power User Behavior to (None) then it doesn't die.
Ok this is why i would never ever use custom script. If you go to Overview Manager - Game Data - Behaviors - (Hider) Level-up, there is, under Add Behavior, a function called "Level Unit Upgrade" and a Trigger Library called "Custom Leveler". Now if you right-click on the first and choose View Object, then it opens up in the trigger editor and you can see it adds a level-up. But, for some reason, it doesn't appear in the list, so you can't find out what its event is. Also you can't even view the trigger libraries. Searching in custom script didn't work so i pasted it to a text document but it didnt find much there either.
Ok so i just used the trigger event "Unit enters range of unit" with action to kill triggering unit and the unit in range was a preplaced vulture with a high movement speed. I placed a long line of zerglings and set collide of vulture to none, so it just past through them. The range was set to 1.
Movement speed set to 30: Kills all zerglings
Movement speed set to 35: Leaves zerglings at some places alive, even after running over them multiple times.
Movement speed set to 40: Leaves many zerglings alive
I appears that enter region events also works using periods, checking at small invervalls of time. But if it's too fast, it can't keep up. Is this an ability for a single unit? I would place the missiles you need and then move them with triggers. Actually that's teh same as launch missile with search behavior, but maybe it has a lower period?
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@Rice87: Go
You want to make wasd movement with data? You could add a cooldown for the ability. Or do like i did: when the W key is pressed it gives a behavior to the unit called W and as long as the unit has this behavior, he moves forward.
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@JohnyGee: Go
In modifications there is field "behaviors enabled/disabled" put the others in there
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@Zero0018: Go Events
Local Variables
- item = 0 <Integer>
- points = No Point <Point[5]>
- random number = 0 <Integer>
Conditions
Actions
For each integer "item" from 1 to 5 do action
- Set random point == random integer between 1 and 5
- While
: Number of living units in points[random point] owned by player 0 != 0
: Set random point == random integer between 1 and 5
- Create 1 Schematics[item] for player 0 at points[random point]
except make the search from region around the point, just like u have done..
edits: oh yeah the error is caused by these lines:
Unit - Create 1 Schematics[1] for player 0 at Schematics facing (Position of (Triggering unit)) (No Options)
But since there are no events, "triggering unit" doesnt't return anyhitng
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@PreTenD: Go
Hm that last part confused me. So player 1 and 2 are in team 1? and player 3 and 4 are in team 2. If team 2 loses both bunker, team 1 wins, and if if team 1 loses both, team 2 wins? Then i would make 2 unit groups, one for team 1's bunkers and one for team 2's and call them bunker1 and bunker2. Then:
Event: Any unit dies
Condition:Triggering unit type == bunker
Action: If then else
If: number of units in bunker1 == 0
then: end game in victory for player 3 and 4
If: number of units in bunker2 == 0
then: end game in victory for player 1 and 2
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@PreTenD: Go
For the victory/defeat...
Event:Any unit dies
Cond:If triggering unit type == bunker
Action: End game with victory for allies of triggering player
End game with defeat for enemies of triggering player.
I guess player 1 n 2 are allies and 3 n 4 are their enemies. If not, do a "if the else" to check the player.
If you want to save the buner for some reason you can put it in a unit variable with an array. for example:
Create bunker for player X and point Y...
Set variable: Bunker[player] == last created unit
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@Zero0018: Go
It's in the actors. Actors control all the visuals.
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@Terhonator: Go
Yes I actually tried it now, and the actor events doesnt automatically switch to teh new weapon, but insted keep the old weapon events. Go in the actor events and you will find two Weapon Start events and two Weapon Stop events, linking to the old standard weapon. Just change the weapon to the new weapon and it works
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@Terhonator: Go
Sounds like you didn't duplicate it correctly. If you go to the Roach actor andlook in Events+ you will see for example:
WeaponStart.AcidSaliva.AttackStart
AnimBracketStart Attack Attack
So when it uses the weapon, it plays the attack animation. If you dublicated the weapon at the same time as the unit and actor, then it should be changed automatically, or else you have to fill the fields yourself.
0
@Zero0018: Go
For passive spells I would like to see some auraa, such as health/energy regen, damage/speed increase, or maybe an aura that makes all units deal a little splash damage :p
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@LordBlackwing: Go
Right now you are ordering the zerglings to unload but they have no such ability. Try ordering the nydus worm to unload.
0
What's your actor event? Damage effect start? Change it to Damage effect start and maybe add a term like "at effect"
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@Zero0018: Go
Haha ok in the Protoss-Warping in behavior there is a flag called Kill if unpowered, i thought it was this, but if you go to the ability Warpable and set Power User Behavior to (None) then it doesn't die.
0
@Yaksmanofage: Go
Ok this is why i would never ever use custom script. If you go to Overview Manager - Game Data - Behaviors - (Hider) Level-up, there is, under Add Behavior, a function called "Level Unit Upgrade" and a Trigger Library called "Custom Leveler". Now if you right-click on the first and choose View Object, then it opens up in the trigger editor and you can see it adds a level-up. But, for some reason, it doesn't appear in the list, so you can't find out what its event is. Also you can't even view the trigger libraries. Searching in custom script didn't work so i pasted it to a text document but it didnt find much there either.
0
@Sherlia: Go
Ok so i just used the trigger event "Unit enters range of unit" with action to kill triggering unit and the unit in range was a preplaced vulture with a high movement speed. I placed a long line of zerglings and set collide of vulture to none, so it just past through them. The range was set to 1.
Movement speed set to 30: Kills all zerglings
Movement speed set to 35: Leaves zerglings at some places alive, even after running over them multiple times.
Movement speed set to 40: Leaves many zerglings alive
I appears that enter region events also works using periods, checking at small invervalls of time. But if it's too fast, it can't keep up. Is this an ability for a single unit? I would place the missiles you need and then move them with triggers. Actually that's teh same as launch missile with search behavior, but maybe it has a lower period?
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@Morato2: Go
So it has nothing to do with the turret then? Btw why do youo have "Attack targeting relative points" ? Just make them target the point