Well thank you very much. If im not mistaken however the weapon model is intended to point the other direction. Would you be able to spin it 180 degress?
That is only part one of the issues. As I said before there are "triggering" references done incorrect in every single trigger (check the conditions in the last trigger as i mentioned). You are also using a dynamic reference in the event of the last trigger (unit must be preplaced).
Obviously you need some more "experience"; the issues is your triggering reference in just about every trigger. For several actions your using it for an event that contains no unit information ("triggering" refers explicitly to an event which also must be matching). Your condition too, tho using the reference correctly, is not what you want to use for what your intending. Btw if you really wanted the coding for this could be simplied even further.
Why not add a set as the init effect from the ability and then use that within the effect event for the actor. To confirm you want the flame or whatever to come from the caster unit, not always towards the target unit right?
On the contrary I meant the exact opposite. I know that such pathing tools can really screw things and I wanted to confirm they had indeed not been used.
As far as your issue at hand without more specific info only two things come to find. Make sure that the footprint of the starting point does not encroach on the footprint of the minerals or gas. (ie look at the placement grid)
If that is not the issue then have you by chance being using the pathing tools at all to paint or for applying dynamic blockers?
Yes it appears you have fallen short when it comes to understanding triggers. For starters your debug trigger has no event. Anything that is "triggering" is in reference to the event of the trigger ( ie there is no player in an non exsistent event). Anytime you using "triggering" is must be in relation to the event and the event itself must be one that provides such information. If you want to pass information forwards through different threads you will want to use a parameter through use of a custom action definition which i highly recommend learning if you plan to work long term in any way in the editor.
Look at the available animation states in the cutscene editor and then use them within the actor events for the unit; (it very may well be a different carrier model btw)
Are you saving and closing after importing? Everytime you import something you have to do a complete restart on the editor to get the changes to take effect.
I agree teams are not very intuitive at all and blizzard desperately needs to update this althought they never have. There are however multiple of tutorials available that explain this which you could have easily read. The biggest thing you need to know is that the lobby doesn't label players according to the team they are in (ie player 2 is usually never on team 1). Players are numbered according to the order they enter on indifferent of their location or if they move (the one exception is if they exit in which the next newest player takes their spot if im not mistaken). Therefore you will likely move your ai teams to the last players slots of the group since theirs absolutely no reason they need to be in the middle. In your op you may want to update thats it is infact a 10 person team with a 5v5 and +1 ai per team (you may choose to hide these ai in lobby if you wish). Again i highly recommend you have a look at the already made thread if you are unclear what is needed; a simple loop should easily sort it all out for you.
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@Cacho56: Go
Well thank you very much. If im not mistaken however the weapon model is intended to point the other direction. Would you be able to spin it 180 degress?
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Just a single trigger for when the leaders die is all you need.
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@joey101d: Go
That is only part one of the issues. As I said before there are "triggering" references done incorrect in every single trigger (check the conditions in the last trigger as i mentioned). You are also using a dynamic reference in the event of the last trigger (unit must be preplaced).
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@joey101d: Go
Obviously you need some more "experience"; the issues is your triggering reference in just about every trigger. For several actions your using it for an event that contains no unit information ("triggering" refers explicitly to an event which also must be matching). Your condition too, tho using the reference correctly, is not what you want to use for what your intending. Btw if you really wanted the coding for this could be simplied even further.
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@TwoTwoThree: Go
Since this was posted in data i would assume a triggering solution is not preferred.
@Narudek: Go
Just add a buff to the hatchery that on birth, searches for nearby geysers and places the extactor.
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3. Just add an initial buff to the hatch that searchs for geysers and then creates the auto-extractor on top.
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@Latinvs: Go
Publish to public not private.
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@ArchonTheWizard: Go
Why not add a set as the init effect from the ability and then use that within the effect event for the actor. To confirm you want the flame or whatever to come from the caster unit, not always towards the target unit right?
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@joey101d: Go
On the contrary I meant the exact opposite. I know that such pathing tools can really screw things and I wanted to confirm they had indeed not been used.
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@AlbatrossX3: Go
Firstly, Welcome to mapster.
As far as your issue at hand without more specific info only two things come to find. Make sure that the footprint of the starting point does not encroach on the footprint of the minerals or gas. (ie look at the placement grid)
If that is not the issue then have you by chance being using the pathing tools at all to paint or for applying dynamic blockers?
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@TimCheong: Go
Yes it appears you have fallen short when it comes to understanding triggers. For starters your debug trigger has no event. Anything that is "triggering" is in reference to the event of the trigger ( ie there is no player in an non exsistent event). Anytime you using "triggering" is must be in relation to the event and the event itself must be one that provides such information. If you want to pass information forwards through different threads you will want to use a parameter through use of a custom action definition which i highly recommend learning if you plan to work long term in any way in the editor.
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@LawfulDuke56: Go
Look at the available animation states in the cutscene editor and then use them within the actor events for the unit; (it very may well be a different carrier model btw)
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@ahtiandr: Go
Are you saving and closing after importing? Everytime you import something you have to do a complete restart on the editor to get the changes to take effect.
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Use a proper custom definition
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@Diego6D: Go
I agree teams are not very intuitive at all and blizzard desperately needs to update this althought they never have. There are however multiple of tutorials available that explain this which you could have easily read. The biggest thing you need to know is that the lobby doesn't label players according to the team they are in (ie player 2 is usually never on team 1). Players are numbered according to the order they enter on indifferent of their location or if they move (the one exception is if they exit in which the next newest player takes their spot if im not mistaken). Therefore you will likely move your ai teams to the last players slots of the group since theirs absolutely no reason they need to be in the middle. In your op you may want to update thats it is infact a 10 person team with a 5v5 and +1 ai per team (you may choose to hide these ai in lobby if you wish). Again i highly recommend you have a look at the already made thread if you are unclear what is needed; a simple loop should easily sort it all out for you.