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    posted a message on Dota style/League of legends style victory conditions

    Hey thanks for the help! Great Tutorial!

    Posted in: Triggers
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    posted a message on Limiting fighter quantity

    I gave a custom unit the ability to launch fighters. However, you can build infinite interceptors on the unit. How do you restrict it so you can only build the default 8?

    Posted in: Data
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    posted a message on Error message please help

    @onlyleviathan: Go

    Here is a simplier version of the code, AND I still get the exact same error message that is above.

    hero dies Events

    Unit - Any Unit dies
    

    Local Variables Conditions

    ((Unit type of (Triggering unit)) is Hero) == True
    

    Actions

    General - Wait 5.0 Game Time seconds
    

    Unit - Revive (Triggering unit)
    

    Unit - Move (Triggering unit) instantly to (Start location of player (Triggering player)) (No Blend)
    

    So I realize that some other problem is going on in the map. Here is the attachment.

    Posted in: Triggers
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    posted a message on Error message please help

    @onlyleviathan: Go

    I basically copied the triggers from this tutorial....

    http://www.sc2mapster.com/forums/resources/tutorials/17011-complete-noobs-guide-to-dota-style-maps-part-4/

    If you think there is a simplier way to create respawns, I am all ears....

    Posted in: Triggers
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    posted a message on Error message please help

    @hobbidude: Go

    I had the life set to 400 because the unit was starting with 1 hp. I think there's probably something in the data editor to fix that but I haven't found it yet. However, that was on the map in which the trigger was working just fine and respawning the hero.

    Posted in: Triggers
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    posted a message on Error message please help

    @hobbidude: Go

    Why would it not be classified as a unit? I did some modifications to the unit in the data editor but I didn't change any of it's core qualities that classify it as a unit. That is very strange, I even played the map without the respawn and it works fine. I can train the unit like any other normal unit on the map as well.

    Here is the code redone. This code is basically taken from a tutorial on how to respawn heros. I think that other variable was added for item inventories. I have put that code back in here.

    hero dies Events

    Unit - Any Unit dies
    

    Local Variables

    killed unit = (Triggering unit) <Unit>
    

    temp group = (Empty unit group) <Unit Group>
    

    Conditions

    ((Unit type of (Triggering unit)) is Hero) == True
    

    Actions

    Variable - Set killed unit = (Triggering unit)
    

    UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
    

    Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    

    Actions

    Unit Group - Add (Picked unit) to temp group
    

    General - Wait 5.0 Game Time seconds
    

    Unit - Revive killed unit
    

    Unit - Move killed unit instantly to (Start location of player (Triggering player)) (No Blend)
    

    Unit - Set (Triggering unit) Life to 400.0
    

    Unit Group - Pick each unit in temp group and do (Actions)
    

    Actions

    Unit - Create one (Unit type of (Picked unit)) item in the inventory of killed unit
    

    Unit - Remove (Picked unit) from the game
    

    UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area
    

    Any help in understanding why these errors are occurring. I'm just not sure how its not registering the unit as a non-unit. I was able to get this to work in a small version of the map, but when I transferred over to my map with the modifications it started giving me the error messages.

    Posted in: Triggers
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    posted a message on Error message please help

    So I test these triggers in a small version of the map and I had no problem getting my heros to spawn after dying. I then copied the triggers into the big version and low and behold I get error messages. Can someone tell me what the heck this message means.

    Scri: Trigger error in 'gt_herodies_func':Could not get 'unit from parameter in "UnitSetPosition' [value:223#1]
    Near line 85 in gt_herodies_Func[] in MapScriptgalaxy

    Scri:Trigger error in gt_herodies_Func: Paramter out of bounds in GameAttributePlayersForTeam' [Value: -1. min: 1 max: 16]
    near line 87 in gt_herodies_Func[] in MapScriptGalaxy

    Scri:Trigger error in gt_herodies_Func:Could not get 'to' from parameter in 'UIDisplayMessage' [value :0]
    near line 87 in gt_herodies_Func [] in MapScriptGalaxy

    Here is my trigger Text

    hero dies
    Events
    Unit - Any Unit dies
    Local Variables
    killed unit = (Triggering unit) <Unit>
    temp group = (Empty unit group) <Unit Group>
    Conditions
    ((Unit type of (Triggering unit)) is Hero) == True
    Actions
    Variable - Set killed unit = (Triggering unit)
    UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
    Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    Actions
    Unit Group - Add (Picked unit) to temp group
    General - Wait 5.0 Game Time seconds
    Unit - Revive killed unit
    Unit - Move killed unit instantly to (Start location of player (Player (Triggering player) from (Allies of player (Triggering player)))) (No Blend)
    Unit - Set (Triggering unit) Life to 400.0
    UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area

    This trigger worked perfectly on a small version of the map. I have 8 computer players and 2 human players. I am in the process of working out a dota style map with automated computers.... Perhaps too many computers? I know at some point I need to just have 2 computer AIs. but for now I thought this simple test would work.

    Posted in: Triggers
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    posted a message on Dota style/League of legends style victory conditions

    @zeldarules28: Go

    Thanks! Now how do I use triggers to make my heros respawn after they die? I have them respawning at starting locations.

    Posted in: Triggers
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    posted a message on Dota style/League of legends style victory conditions

    Hello, I am attempting to build a simple map with heros that respawn after they die. I am using 8 computer players (2 teams) that automatically fight each other similar to the creep waves in DOTA/League of Legends.

    I am trying to figure out how to set the victory conditions for everyone respectively but not sure how to go about doing it.

    Basically, there will be two bases setup and the objective will be to battle with your heros and destroy the enemy bases. Heros respawn after being killed. There are 8 bases (8 computer players), and to win you have to kill all 4 bases on the enemy team. You lose if your bases are destroyed first.

    How would I go about setting up victory and defeat conditions for this scenario?

    Posted in: Triggers
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    posted a message on (Solved) Carrier launch ability

    @DrSuperEvil: Go

    Thanks! Looks like that did the trick!

    Posted in: Data
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    posted a message on (Solved) Carrier launch ability

    @DrSuperEvil: Go

    So I was able to get the fighters to launch but now the other two weapons are not functioning. I also un checked the linked cooldown and backswing on all 3 weapons.

    Posted in: Data
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    posted a message on (Solved) Carrier launch ability

    Hello, I am trying to create a hero air unit with the ability to launch fighters. I'm using the mothership as a hero unit in a custom map and it has multiple weapons. So far I have been able to get the other two weapons firing simultaneously but the launch interceptor ability only launches one fighter and not all 8. Does anyone know how to make this work and know why it is only launching one fighter ?

    Thanks!

    Posted in: Data
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    posted a message on Blizzard update ruined my map

    I was able to solve this problem..... Thanks!

    Posted in: Data
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    posted a message on Blizzard update ruined my map

    So I tried the published version of the map and everything was working except for one command card on the mercenary compound which I use to purchase heros for the game. There are also enemy heros which the players must battle against. One of the heros was replaced with nitro pack upgrades after the latest starcraft 2 patch. So that was what I first noticed, however upon entering the editor to fix the issue, I could find no problem with the merc compound and when testing the map (the current one saved on my computer) none of the data modifications that is in the map is even working. I've messed with the dependencies a bunch I just have no clue why one blizzard patch could cause so much trouble to my map. Doubt I'll be making any more maps in the future if patches have this effect. I heard serious map makers have to redo their maps with each patch is that true?

    Posted in: Data
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    posted a message on Blizzard update ruined my map

    The modifications are in the map...... The funny thing is, I loaded the map that is still published and it had errors in it..... and only some of the modifications were taking effect. I tried reloaded the dependencies but its not working. I can't delete some of the dependencies because they are tied to triggers, data etc. etc.

    Posted in: Data
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