Tip for anyone finding this thread in the future - if your teleported unit gets stuck "inside" a building that it is teleported to, you can make your ability give it the unit a Wander behaviour and then remove if after 1 second. This makes your teleported unit go into a random direction, thus moving away from your building and not being stuck anymore.
I have a unit in my map that can summon a pet. If I have ten of these units and each of them summon a pet, it is hard to know which pet is summoned by which unit.
I am trying to make so if you select a pet, some kind of marker or indicator appears on the unit that summoned it. But I find no way of doing this with actors. >.<
Any ideas how this can be done? Or any other ideas how to visually display a bond between two units?
One way to make structures buff the production speed of nearby structures is to do the following:
Create a buff. Add a search effect to it that searches for nearby structures every 1 second. The search effect adds another buff to nearby structures. That buff lasts 1 second. Go into that buff and click on Modifications -> Behavior -> Rate multiplier array. There you can use the field "Progress" to increase production. Alternatively go into Modifications -> Unit -> Time scale and change that field. That increases all time speeds of the structure.
Regarding generating resources, create an effect of the type "Modify player". There is a field called Resources that gives resources to the player.
THANK YOU!!! The trigger works!! Ahhh I am so glad that it works..
I agree with you - this should be doable in the data editor and I have built the entire spell. But for some reason that I cannot understand, units are not teleported to their corresponding town hall and I don't know why T_T ... but your trigger fixes that!
May I bother you with two additional short questions? (I promise, then I will be quiet)
1) How do I make the Event in the trigger check for an effect or a behavior? My ability adds a buff or an effect to the targeted unit, then it becomes teleported by the trigger. I find no good Event for that :O 2) Now units are teleported "inside" the town hall model and it looks odd. Is it possible to teleport it next to the structure? In the data editor there is a field "Placement range" that places teleported units near a structure. I check in the trigger fields for "Points" and I find X,Y,Z offsets, but the town halls migh be on different locations on different maps.. Hmm
Thank you, the problem is that when I use "Player" the teleport effect always teleports all units to my town hall since I am the "player", it never teleports the corresponding unit to its owner's town hall. That is the problem I have - how to teleport every unit to its corresponding town hall? (Player 1 units to player 1's town hall, player 2 units to player 2's town hall, and so on)
Protss units are warped in faster if they are being warped in close to the Nexus or to a Warp Gate. The Pylon power field becomes green, as you can see on this image: https://liquipedia.net/starcraft2/File:Pylons_LotV.jpg
I don't find the fields in the editor that determines this. Any ideas where to look?
I have a trigger that displays the worker count to the player. So when a player builds a worker, a menu displays the number of workers in play for that player. You can see the widow that counts workers in game in my attached image.
For some reason I get this error message whenever a worker enters the game: TextError: Text [Workers:12] is too tall for a single line. Exceeds by [3]
Can you please post more pictures of the Protoss ships above? Are they skins for the Scout and the Carrier, or is it completely new units? They look gorgeous
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Bump. Any ideas what might cause this error message? See the attached image in the opening post.
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Tip for anyone finding this thread in the future - if your teleported unit gets stuck "inside" a building that it is teleported to, you can make your ability give it the unit a Wander behaviour and then remove if after 1 second. This makes your teleported unit go into a random direction, thus moving away from your building and not being stuck anymore.
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I have a unit in my map that can summon a pet. If I have ten of these units and each of them summon a pet, it is hard to know which pet is summoned by which unit.
I am trying to make so if you select a pet, some kind of marker or indicator appears on the unit that summoned it. But I find no way of doing this with actors. >.<
Any ideas how this can be done? Or any other ideas how to visually display a bond between two units?
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One way to make structures buff the production speed of nearby structures is to do the following:
Create a buff. Add a search effect to it that searches for nearby structures every 1 second. The search effect adds another buff to nearby structures. That buff lasts 1 second. Go into that buff and click on Modifications -> Behavior -> Rate multiplier array. There you can use the field "Progress" to increase production. Alternatively go into Modifications -> Unit -> Time scale and change that field. That increases all time speeds of the structure.
Regarding generating resources, create an effect of the type "Modify player". There is a field called Resources that gives resources to the player.
Hope this helps.
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In reply to RaptorKirad:
THANK YOU!!! The trigger works!! Ahhh I am so glad that it works..
I agree with you - this should be doable in the data editor and I have built the entire spell. But for some reason that I cannot understand, units are not teleported to their corresponding town hall and I don't know why T_T ... but your trigger fixes that!
May I bother you with two additional short questions? (I promise, then I will be quiet)
1) How do I make the Event in the trigger check for an effect or a behavior? My ability adds a buff or an effect to the targeted unit, then it becomes teleported by the trigger. I find no good Event for that :O
2) Now units are teleported "inside" the town hall model and it looks odd. Is it possible to teleport it next to the structure? In the data editor there is a field "Placement range" that places teleported units near a structure. I check in the trigger fields for "Points" and I find X,Y,Z offsets, but the town halls migh be on different locations on different maps.. Hmm
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In reply to RaptorKirad:
Thanks, I experimented with source now, I can't get it to match the corresponding unit to the player's town hall : (
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In reply to RaptorKirad:
Thank you, the problem is that when I use "Player" the teleport effect always teleports all units to my town hall since I am the "player", it never teleports the corresponding unit to its owner's town hall. That is the problem I have - how to teleport every unit to its corresponding town hall? (Player 1 units to player 1's town hall, player 2 units to player 2's town hall, and so on)
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I am resuming this project and I have the same issue - units are teleported to the nearest town hall, never to their own town hall :(
I want player 2 units to be teleported to player 2's town hall, player 3 units to be teleported to player 3's town hall, and so on.
Any ideas how to make this in the data or trigger editor?
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Protss units are warped in faster if they are being warped in close to the Nexus or to a Warp Gate. The Pylon power field becomes green, as you can see on this image: https://liquipedia.net/starcraft2/File:Pylons_LotV.jpg
I don't find the fields in the editor that determines this. Any ideas where to look?
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Hello,
I have a trigger that displays the worker count to the player. So when a player builds a worker, a menu displays the number of workers in play for that player. You can see the widow that counts workers in game in my attached image.
For some reason I get this error message whenever a worker enters the game: TextError: Text [Workers:12] is too tall for a single line. Exceeds by [3]
I can't find what causes it. Any ideas?
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oh wow! Thank you so much for your help! I have never used Accumulators before, didn't know they existed. Thanks!
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Thanks for your suggestion,
I tried stacking behaviors on top of each other but it lags a lot :(
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I have a unit that lasts 5 seconds. If the unit dies after 1 second, it deals say 100 damage. If it explodes after 5 seconds, it deals 500 damage.
Any idea how to create this?
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In reply to Alleyvsc2:
Can you please post more pictures of the Protoss ships above? Are they skins for the Scout and the Carrier, or is it completely new units? They look gorgeous
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Any ideas how to make creep auto spread by itself?