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    posted a message on Turn a unit into a point defence drone?

    I can now activate the ability and it works ingame. But I can not deactivate it.

    I have given the ability a turn off and turn on button in the "ability: commands+" field of the ability. I have boxed "Send to selection" and "Show in glossary" for turn on. Only "Send to selection" to turn off. I have also added two command cards to the science vessel, one for turn on and one for turn off. I have also created a custom button for the ability. Still no turn off button appears.. :(

    Despite I have unboxed "Only fire when attacking" the vessel will only use it weapon once it is standing still. I have tried lots of things but it will only fire it´s weapon when it is standing still. Any ideas what might be wrong?

    Posted in: Data
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    posted a message on Turn a unit into a point defence drone?

    I have done almost all your steps TrenchaunT, but I have three questions:

    1. Where do I disable the weapon the Vessel uses? I have added a attack ability and in "combat weapons +" I gave it the point defence lazer and tower. But I can´t find where to disable it... T_T

    2. How can I do to turn off the ability? Cause right now the ability can be turned on, but not turned off..

    3. I have looked at the Phoenixs weapon. I have disabled Only fire at attack target & Only fire while attacking. Still it only works when the Vessel is standing still. Any ideas?

    Posted in: Data
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    posted a message on Errors or bugs when copy spells?

    I tried to see what happen if I copy a spell from one map to another. I opened a map from the Sc2BW mod. I copy + pasted every effect, missile, actor etc of Lockdown and placed them into a new map. I gave Lockdown to the ghost. When I added the Command card, I used another icon (since there is no icon for Lockdown) and added command type - ability command, ability - lockdown but the last field "ability command" were just blank. Nothing could be added. I tried the map and the spell worked almost perfect! The only flaw was that the ghost made a normal attack when fireing the missile, and the misile itself looked a bit strange. Other then that, everything seemed to be working fine.

    Is there in fact major errors or bugs in this that I just don´t see? Can it really be this simple? Is there any specific way to import spells in a correct way?

    Ps. I am not trying to steal spells from people instead of making my own. I want to be able to create my own spells when I finally get a good understanding of the editor. But I think it can be good to know how to copy spells, or parts of spells between maps.

    Posted in: Data
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    posted a message on Turn a unit into a point defence drone?

    I try to make a point defence drone become an ability that can be toggled on and off. I try to give it to the science vessel. But I need some help with this cause things are not working : /

    It works like this: When the ability is turned on, the science vessel will work like a point defence drone and shoot lasers at enemy projectiles. Every shot drains mana from the vessel. At any point, the player may turn off the ability. (So it can be on forever if the player wishes.) Also a white border shall be visible around the vessel, to show the area that the ability reaches. (Same thing as a sieged tank shows it's attack range with a white circle.) The vessel can move while the ability is turned on.

    How on earth can this be done?

    Posted in: Data
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    posted a message on How to control and convert prisoners?

    @DrSuperEvil: Go

    Everything is working fine, but the civilian seems to get converted every time an enemy unit gets within range. We want it to be a one time deal for that specific unit.

    Each civilian should only be converted once, by the first player in range. Any idea how this can be done?

    Posted in: Data
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    posted a message on How to prevent units from warping in at certain areas?

    @DrSuperEvil: Go

    Just an idea. Can you change the Power user behaviour/Protoss - Wapring in, of for example a Zealot, to instead add a "not in player vision" behaviour?

    In other words, you can not warp in units within an enemy units sight range...

    Posted in: Data
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    posted a message on Trigger to find objects in a building?
    Quote from hobbidude: Go

    @Kabelkorven: Go

    Easy peasy. I assume by object appearing you mean a friendly or enemy unit. To be the most accurate i would put small regions or most likely a point at every buildings door. Have a trigger add all these points/regions to a group during startup. Then in another trigger if an units enters range/area with conditions of building being in group have it randomly pick whether a good or bad unit appears at said point. Then remove the activated building from group.

    Oh, it sounds complicated. I am new to the editor and I am not yet so good at triggers. Can you give an example of how the trigger may look like so I got something to work from?

    Posted in: Triggers
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    posted a message on Trigger to find objects in a building?

    I have placed several doodad buildings on my map. When a unit moves to the door of the building, there is a chance that a friendly or enemy unit appears.

    How can an object appear when a unit comes near a doodad building?

    Since each building only will be searchable once, the trigger will only work once per building.. Is that possible to make?

    Posted in: Triggers
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    posted a message on How to make units regenerate HP when standing still?

    In the data editor is a field called something like "Regeneration delay". When I enter the value 10, the life regeneration will start 10 seconds after a unit stopped recieving damage. I would also like to add that the unit needs to be standing still in order to regenerate life. I can´t find any way to do it in the data editor.

    How can this be done with triggers?

    Posted in: Triggers
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    posted a message on How to prevent units from warping in at certain areas?

    I am modifying the warp in - ability. I try to make it unable to warp in units in the sight range of enemy units.

    If my marine have a sight range of 5, the enemy player can not warp in a unit in the sight range of the marine. That needs to be done in the darkness...

    Any suggestions how to make this?

    Posted in: Data
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    posted a message on How to control and convert prisoners?

    In my map there will be prisoners controlled by a neutral computer player. Whenever any players units comes in contact with a prisoner, that player gains control of it.

    A player can bring a prisoner to a building. At the building the player can choose to permanently convert a prisoner into a marine, medic or ghost.

    I need a push in the right direction, cause I have no idea where to start to get this to work.

    Any suggestions how this can be done?

    Posted in: Data
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    posted a message on How to make a type of units move at random?
    Quote from Nerfpl: Go

    Try

    Untitled Trigger 001
        Events
            Timer - Every 10.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Zergling units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) order at index 0) == No Order
                        Then
                            Unit - Order (Picked unit) to ( Attack targeting (Random point in (Playable map area))) (After Existing Orders)
                        Else
    

    Order check is here because if unit have not reached point in 10sec window another order will stack and eventually they can stack too much.(imo)

    Thanks. Right now all Zerglings run in the same direction. Is it possible to make each Zergling recieve an individual order?

    Posted in: Triggers
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    posted a message on How can I create random objects?
    Quote from Nerfpl: Go

    First trigger will spawn random unit per every dummy unit. Second trigger will chose which unit to spawn and spawn that unit for all dummy units

    Ok, hm.. The first trigger is good because it spawns a random unit per every dummy unit. But I need to add a chance that nothing gets spawned at all for every dummy unit. I have tried for a hour now but I can´t get it to work.

    Let´s say there are 5 dummy units placed on the map. It may look like this when the game starts:

    Dummy unit #1 spawns a Zergling.

    Dummy unit #2 spawns a Hydralisk.

    Dummy unit #3 spawns a Zergling.

    Dummy unit #4 spawns nothing.

    Dummy unit #5 spawns nothing.

    Posted in: Data
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    posted a message on How to make a type of units move at random?
    Quote from BloodClud: Go

    @Kabelkorven: Go

    periodic event 10 sec - pick all zerglings in entire map - order picked unit to attack random point in playable map area.

    This sounds simple and effective. But I can´t get it to work. Can you clarify?

    Posted in: Triggers
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    posted a message on How can I create random objects?

    I want to have a small chance for each individual dummy unit to spawn a unit. Is the last trigger meant to do that or am I making something wrong? Because right now all dummy unit spawns the same thing, even though it is random.

    (By the way, thank you so much for helping us with this!)

    Posted in: Data
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