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    posted a message on Add limited unit selection?

    Double post,

    Posted in: Triggers
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    posted a message on How to clone units?

    The queen has an ability that when it targets a zerg ground unit, that unit morphs into an egg and then 2 of the same kind comes out of the egg. But it costs the units resources and it takes it build time.

    I thought of making each unit have a hidden "larva - train ability" and that the queen via her ability forces it to start the train ability. So, it morphs into an egg (just like an larva would) and then x seconds later it pops out an additional unit for the resource cost.

    How can I make the queen force different kinds of units to use their train ability?

    I don´t want a zergling to become a hydralisk, so to say.. It must produce one of it´s own kind.

    So for example, if I target a Hydralisk, the hydralisk becomes a egg, I lose 100 minerals / 50 gas and 25 seconds later the egg hatches and 2 hydras pop.

    Posted in: Data
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    posted a message on Make several players have the same team color?
    Quote from TheAlmaity: Go

    Triggers. Use the "Set Player Color" action

    Thank you. But that was really advanced stuff. : /

    I made this trigger instead:

    Untitled Trigger 001
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Player - Set player 1 color to (Player 01) Red (Change the color of existing units)
            Player - Set player 2 color to (Player 01) Red (Change the color of existing units)
            Player - Set player 3 color to (Player 01) Red (Change the color of existing units)
    

    Etc.. It works in game. Player 1,2 and 3 changes color at the start. But will this make units that come out of barracks to change the color? Will this leak? How can this trigger be more effective?

    Posted in: Data
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    posted a message on Give resources every minute to player?

    Thank you for your nice trigger, xkenneth!

    To keep it simple on my map I do like this instead:

    Players play in two teams. Team blue and team red.

    Players can control Xel Naga towers. Every minute the team gains 1 mineral for each xel naga tower the team controls.

    So if team A together controls 6 xel naga towers, each player in the team gains 6 minerals per minute + 1 mineral as a standard.

    I can´t get this part to work.

    Anyone with any ideas?

    Posted in: Triggers
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    posted a message on Make several players have the same team color?

    Since players will play in 2 teams on my map, I would like to add the same team color to several players.

    For example, player 1-8 are blue. Their units and buildings look blue. Player 9-16 are red.

    Still each player will only control their own units.

    Is this possible to make?

    Posted in: Data
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    posted a message on Warp in burrowed units?
    Quote from DrSuperEvil: Go

    So what is wrong if you try and warp in burrowed ones? Did you give them the warpable ability?

    Yep, they are warpable. When I warp in burrowed zerglings they come as burrowed units. (Which is good!)

    But when I unburrow they look like two zerglings in the same model. I try to destroy actor, I try to switch between actors, but obviously I am doing something wrong. Because the zergling model either disappears totally when I unburrow, or other odd things happen. T_T

    Any clues?

    Posted in: Data
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    posted a message on How to control and convert prisoners?
    Quote from DrSuperEvil: Go

    Also you will notice in the original state it only allows a change if there are no friendly units nearby to protect it.

    Oh, I was struggling hard to get this to work in my map. I thought it worked in your map ^^

    I want a neutral unit (civilian) to be converted to the first player who first approaches it and then beloning to that player for the rest of the game. (Like neutral units in the WC3 editor, where a player could find neutral units and gain permanent control of them.)

    What changes do I need to do to make this work? Can I make any changes to get this to work or do I have to start from scratch?

    Because the current system is brilliant in a snatch and grab game. But that is not what I need. I need a system for neutral units that are spread out on my map. Players need to find them to gain permanent control of them.

    Posted in: Data
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    posted a message on How to control and convert prisoners?
    Quote from DrSuperEvil: Go

    Just throw in a Remove Behavior effect so that on conversion it removes the converter buff.

    I notice that I have missed this thing in my map. When a neutral prisoner comes in contact with a player, that player gains permanent control of the prisoner. Right now a prisoner can be controlled back and forth between players as soon as they come in contact with it.

    How do I get the remove behaviour effect to remove the behaviours from the prisoners after it has been converted one time? (So it can no longer be converted.)

    Posted in: Data
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    posted a message on Game ends when time runs out?

    Now my trigger looks like this:

    GameTimer

    Events

    Game - Map initialization

    Local Variables

    GameTimer = (New timer) <Timer>

    GameTimerWindow = No Timer Window <Timer Window>

    Conditions

    Actions

    Timer - Start GameTimer as a One Shot timer that will expire in 1800.0 Real Time seconds

    Variable - Set GameTimer = (Last started timer)

    Timer - Create a timer window for GameTimer, with the title "Remaining time:", using Remaining time (initially Visible)

    Variable - Set GameTimerWindow = (Last created timer window)

    In game a timer window appears, but the countdown does not start. It is at 0. I want it to start at 30 minutes and count down to 0. I have read the tutorial but still it won´t work. I have 3 other timers as well and I am afraid they will be mixed up with the timers in this trigger.

    What am I doing wrong?

    Posted in: Triggers
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    posted a message on Warp in burrowed units?

    Hm, now everything is really messed up with the actor.

    What I try to archieve:

    When I warp in a zergling via the warp gate - train ability the zergling is warped in as a burrowed unit. When I unburrow the unit it will look as a normal zergling and can burrow and unburrow more times.

    More suggestions of how to make this possible?

    Posted in: Data
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    posted a message on (Solved) Use buff as requirement?
    Quote from Kueken531: Go

    Try the Completed at Unit instead of just completed.

    Ah! Now it works! Thank you!

    Posted in: Data
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    posted a message on (Solved) Use buff as requirement?

    I have created a behaviour that works like an aura. We can call it Aura Behaviour.

    It has a periodic set effect. The set effect has a search area effect. The search area effect has a radius and enables an apply behaviour effect. The apply behaviour effect gives units the behaviour buff I want them to have.

    When I add the Aura Behaviour to a building, units that come close to the building gets the buff. When they move away from the building they lose the buff. So far so good.

    The problem:

    Units are only supposed to use their abilities if they have the buff. I have made a requirement that looks like this: Count Behaviour - Aura Behaviour Buff - Completed. I have added the requirement to the abilities and in game they can´t use their ability. Not even with the buff.

    When units come close to the building and recieves the buff, the requirement shall enable them to use their abilities. It does not work at all.

    What am I doing wrong?

    Posted in: Data
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    posted a message on Give resources every minute to player?

    I suppose this one is simple, but it does not work for me when I try to build this trigger.

    There are neutral buildings on my map that players can control by standing near them. Lets call them "Fortress".

    I try to make a trigger that gives each player 1 mineral (as a standard income) + 1 mineral per occupied Fortresses they control EVERY minute.

    So if player A controls 5 fortresses he will recieve 5 minerals + 1 mineral (as a standard income) every minute until the numer of fortresses he controls changes.

    How can this be done in a effective and simple way?

    Posted in: Triggers
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    posted a message on Warp in burrowed units?
    Quote from TheAlmaity: Go

    Try making the actor destroy itself when the zergling unburrows (Abil.(Unburrow Zergling, or whatever its called).Finish -> Destroy)

    Now the whole Zergling actor gets destroyed. The zergling becomes insivible in game once I unburrow.

    Any other ways?

    Posted in: Data
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    posted a message on Game ends when time runs out?
    Quote from Nerfpl: Go

    @ScorpSCII: Go

    Note that this will be correct if you only use 1 timer in entire map, otherwise you will have to save it to variable.

    Oh, I actually have a couple of timers in my map. How will the trigger look like if I save it to a variable?

    (I´m not sure how to use variables in triggers.)

    Posted in: Triggers
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