Ok so Im trying to make a map where when you build a pylon a trigger runs that will randomize a variable and depicting on the out come the pylon will be replaced by 1 of 2 other building. These are the triggers I have.
BuiltEventsUnit-AnyUnitconstructionisCompletedLocalVariablesConditions(Unittypeof(Triggeringunit))==PylonActionsVariable-SetbuildingOutcome=(Randomintegerbetween1and2)Region-Movereplacerto(Positionof(Triggeringunit))Trigger-RunOutcome1(CheckConditions,Don't Wait until it finishes)Trigger-RunOutcome2(CheckConditions,Don't Wait until it finishes)
Now this happens to not do anything at all, but I have found with built trigger if I remove the condition "(Unit type of (Triggering unit)) == Pylon" and test it again then the probe gets removed and replaced by one of the outcome units O_o Can someone please explain to me how I would make this work lol.
So I was thinking of making a game where you get random minerals every so often and you would have the ability to upgrade so you have better chances to get a higher amount so like.
No one is selling a map O_o? The guy is rewarding people to make unit models for his map. And porting from another game would be copywrite infringement.
I hope 2 weeks is long enough... Any modeling compitions ive seen go for months because modeling isnt exactly a walk in the park. sure maybe making the model itself can be done quickly but UV mapping and textureing is a long process...
I'd love to win or place second for this :D
Oh and since I am going to try this I am so going to model Vivi cause hes my fav chara from the FF series
Im learning 3dsMax, I have maya but dont like it all too much. Most modeling I have ever done was a couple years back when SC2 was first annouced and was trying to model zeratul
Pretty simple really... Go into your behaviors and grab any of the detection abilities and duplicate them.
In your duplicated detection behavior on the right find Behavior - Modification+ and double click its feild. In the window that opens goto the Unit tab at the top. Right at the top in that tab it will say Detect: Change the value there for the range you want it to be.
EDIT:
And I forgot 2 do your other question lol On your building in the data editor first goto Behavior - Behaviors + and add your custom detection behavior then on Ability - Command Card + add on a blank square the detector icon or any icon of your choice and then set Command Type to Passive and leave requirements blank and then in Behavior on the Command Card select your Detect behavior.
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Ok so Im trying to make a map where when you build a pylon a trigger runs that will randomize a variable and depicting on the out come the pylon will be replaced by 1 of 2 other building. These are the triggers I have.
Now this happens to not do anything at all, but I have found with built trigger if I remove the condition "(Unit type of (Triggering unit)) == Pylon" and test it again then the probe gets removed and replaced by one of the outcome units O_o Can someone please explain to me how I would make this work lol.
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@zifoon: Go
ya i edited my post :P
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thanks guys, both of those methods are better then what i had thought of lol
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if its returning the damaging unit are you sure your using "Unit takes Damage" and not "Unit Starts Attacking" ?
And if its not working I would suggest trying the event "Unit is Attacked"
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done :) everyone that wants to get into the team please say so :D
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Ok so for 1 this is how I would do it.
First you need a variable(intergar) that starts out at 0 by default, call it player#Kills
Then for adding kills you need this trigger
and then for the sacrifice use this trigger
For 2&3 just make your own unit to replace the civs. Like a marine or zergling with no attack.
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Anyone O_o? This would be very helpful!
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So I was thinking of making a game where you get random minerals every so often and you would have the ability to upgrade so you have better chances to get a higher amount so like.
First: 80% 1mineral 20% 2mineral 0% 3minerals 0% 4minerals 0% 5minerals Second: 60% 1mineral 30% 2mineral 10% 3minerals 0% 4minerals 0% 5minerals Third: 50% 1mineral 30% 2mineral 20% 3minerals 0% 4minerals 0% 5minerals Fourth: 30% 1mineral 40% 2mineral 20% 3minerals 10% 4minerals 0% 5minerals Fifth: 10% 1mineral 40% 2mineral 30% 3minerals 20% 4minerals 0% 5minerals Sixth: 0% 1mineral 40% 2mineral 30% 3minerals 20% 4minerals 10% 5minerals
Anyone have any idea on how I could go about doing this? I know its possible in WC3 so there has to be a way in SC2
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@SakiSakurai: Go
No one is selling a map O_o? The guy is rewarding people to make unit models for his map. And porting from another game would be copywrite infringement.
@Triceron: Go
Im pretty sure he will eventually want these to be animated so he can use them.
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I hope 2 weeks is long enough... Any modeling compitions ive seen go for months because modeling isnt exactly a walk in the park. sure maybe making the model itself can be done quickly but UV mapping and textureing is a long process...
I'd love to win or place second for this :D
Oh and since I am going to try this I am so going to model Vivi cause hes my fav chara from the FF series
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Im learning 3dsMax, I have maya but dont like it all too much. Most modeling I have ever done was a couple years back when SC2 was first annouced and was trying to model zeratul
http://i115.photobucket.com/albums/n309/Lord-Omega/untitled-6.jpg
Anyone can contact me via steam or pm on here, im ZeroAme on steam and im always on it when my pc is on.
@Kimphoe: Go
I'd be willing to set up a group :)
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@BeLugh: Go
make sure your setting the game type, at first i thought i couldnt host games either but then once i set game type the open to public button opened up
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No problem :)
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Pretty simple really... Go into your behaviors and grab any of the detection abilities and duplicate them. In your duplicated detection behavior on the right find Behavior - Modification+ and double click its feild. In the window that opens goto the Unit tab at the top. Right at the top in that tab it will say Detect: Change the value there for the range you want it to be.
EDIT: And I forgot 2 do your other question lol On your building in the data editor first goto Behavior - Behaviors + and add your custom detection behavior then on Ability - Command Card + add on a blank square the detector icon or any icon of your choice and then set Command Type to Passive and leave requirements blank and then in Behavior on the Command Card select your Detect behavior.
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Everytime ive ever used fraps it has had horrible quality. I use WeGame and Procaster and then adobe software for other editing.