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    posted a message on Replacing units O_o

    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.

    Built
        Events
            Unit - Any Unit construction is Completed
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Pylon
        Actions
            Variable - Set buildingOutcome = (Random integer between 1 and 2)
            Region - Move replacer to (Position of (Triggering unit))
            Trigger - Run Outcome 1  (Check Conditions, Don't Wait until it finishes)
            Trigger - Run Outcome 2  (Check Conditions, Don't Wait until it finishes)
    
    Outcome 1
        Events
        Local Variables
        Conditions
            buildingOutcome == 1
        Actions
            Unit - Remove (Unit attached to replacer) from the game
            Unit - Create 1 Missile Turret for player 1 at (Center of replacer) using default facing (No Options)
    
    Outcome 2
        Events
        Local Variables
        Conditions
            buildingOutcome == 2
        Actions
            Unit - Remove (Unit attached to replacer) from the game
            Unit - Create 1 Supply Depot for player 1 at (Center of replacer) using default facing (No Options)
    

    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.

    Posted in: Miscellaneous Development
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    posted a message on Damaged unit?

    @zifoon: Go

    ya i edited my post :P

    Posted in: Miscellaneous Development
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    posted a message on Chance

    thanks guys, both of those methods are better then what i had thought of lol

    Posted in: Miscellaneous Development
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    posted a message on Damaged unit?

    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"

    Posted in: Miscellaneous Development
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    posted a message on 3D Modelers Review this thread

    done :) everyone that wants to get into the team please say so :D

    Posted in: Artist Tavern
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    posted a message on Team Micro Arena Various Questions/Help

    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

    Kills
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Attacking Unit)) == 1
        Actions
            Variable - Set player1Kills = (player1Kills + 1)
    

    and then for the sacrifice use this trigger

    Sacrifice
        Events
            Unit - Any Unit uses Sacrifice at Generic1 - Any stage (Ignore shared abilities)
        Local Variables
        Conditions
            player1Kills >= 5
            (Owner of (Triggering unit)) == 1
        Actions
            Variable - Set player1Kills = (player1Kills - 5)
            Unit - Kill (Triggering unit)
    

    For 2&3 just make your own unit to replace the civs. Like a marine or zergling with no attack.

    Posted in: Miscellaneous Development
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    posted a message on Chance

    Anyone O_o? This would be very helpful!

    Posted in: Miscellaneous Development
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    posted a message on Chance

    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

    Posted in: Miscellaneous Development
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    posted a message on [Contest] 3D Modeling

    @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.

    Posted in: Artist Tavern
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    posted a message on [Contest] 3D Modeling

    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

    Posted in: Artist Tavern
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    posted a message on 3D Modelers Review this thread

    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 :)

    Posted in: Artist Tavern
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    posted a message on Where are downloaded maps located?

    @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

    Posted in: General Chat
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    posted a message on How to give a building cloak detection and increase range

    No problem :)

    Posted in: Miscellaneous Development
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    posted a message on How to give a building cloak detection and increase range

    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.

    Detect

    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.

    Detect2

    Detect3

    Posted in: Miscellaneous Development
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    posted a message on Best tool to record game videos?

    Everytime ive ever used fraps it has had horrible quality. I use WeGame and Procaster and then adobe software for other editing.

    Posted in: Off-Topic
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