this only kind of works. even with the weapon of the invisible unit set to Allowed Movement, the invisible unit stops to attack attack even with the trigger
every 0.001 game second, issue order move to (controlled unit)
the invisible unit still stops to attack, making it look weird.
well so far i have my own question answered unless someone has a better idea. i have made am invisible unit with the secondary weapons that will force follow the carrier.
SO i have an idea for "Gladiator Arena" style Arcade... in Space, with a single ship. You will earn points to upgrade your ship.
here's the problem.
I want to use the Protoss Carrier because of the Interceptors. It gives me the feel of a Fleet Carrier of other games. I have reskinned the Carrier to the Loki Battle Cruiser, and the interceptors to the Griffon, and shrank the Interceptors.
Problem is, i can't seem to get other weapons to work on the Carrier along with the Interceptors, as its not generally a create unit behavior/effect it's an actual weapon.
I have tried adding an addition weapon in the carriers weapon section, which seems to do absolutely nothing i even (for testng purposes) set the interceptor limit to 0 and the second weapon still does nothing.
i even tried adding the second weapon to the turret slot. for testing purposes i used the diamond back turret.
still nothing.
is there something specific that prevents the carrier from using a normal basic attack? that i need to work around to get additional weapons working?
if so would it be easier to just use a battlecruiser and add all of the assets to the interceptor weapon? which for testing purposes, i have tried to add the interceptor weapon to a marine and all of the assets i could find related to the interceptor. and i usually get an error saying not enough interceptors. even though the command card data field shows i have four interceptors.
Ai-start Al personalities for all computer players
Ai-run all attack waves for all ai personalities.
This was working
===============================
I tried to add units (that will be created by ability) to an ai escort wave for player 0 (player 1s Ally) targeting player 2. Specifically assigned to player 1s hero.
I created the ai personality for player 0.
Now I can't save it.
Error parsing function line, possibly invalid variable name
67 cai_startall();
68 cai_runall();
I removed the ai escort wave trigger for player 0.
you will need 2 global variables Timer = (New timer) <Timer> TimerWindow = No Timer Window <Timer Window> and a trigger like below. Queue in the actions are important.
Events Game -Map initialization Local Variables Conditions Actions Timer -Create a timer window for Timer, with the title "Timer", using Remaining time (initially Visible) Variable -Set TimerWindow = (Last created timer window) Timer -Show TimerWindow for (All players) Timer -Set timer for TimerWindow to Timer Timer -Start Timer as a One Shot timer that will expire in 60.0 Game Time seconds
I have a standard run-of-the-mill wave spawn survival map I created using only internal assets. Campaign dependencies are on due to a couple of units (medic, mengsk trooper etc.) I have custom abilities (renamed copies of Call down: Mule). When I try to publish it says I need to upgrade my copy of StarCraft ll
Ability- any unit creates a unit with ability Any or behavior Any
Conditions
(Owner of (Created unit)) == 1
Actions
Unit -Change ownership of (Last created units) to player 0 and Change Color
It doesn't work. ðŸ˜
The idea is, The player controls a single Unit. A stranded hero. The hero has abilities to call down mercenaries. I don't want the player to have control over these mercenaries AND when player 1 hovers over them I want it to display which team they are on.
Player 0 is titled Mercenaries and is allied to Player 1 titled Hero who are both enemies to Player 2 titled Rogue AI.
Right now I have the filters on the 4 units the player "Hires" (with a drop pod animation) set to
-unselectable.
So player 1 hasno control over them, but they are targetable so player 1 can see their health and energy.
But I want the them to change over to player 0 so they display "Mercenaries" under their health and energy as well as change color.
Hey thanks is for the information. It made sense but was alot of work, so I simplified it, I just made a timed trigger victory. The the victory timer does work, however I can't seem to get it to display properly.
I started the timer
Created a window for last started timer
Showed the window
Showed the progress bar
Showed the border
It displays, even with the name, but the numbers stay 00:00 I sat and waited the entire 60 minutes to victory, and the victory trigger does work but the timer never changes...
There were only two options to "show timer"
Time remaining and time elapsed.
I don't want to show time elapsed I want to show time remaining, but I did try both option, but they both didn't change the 00:00 display
I have a custom Marine Hero, his weapon is a renamed duplicated Viking Gatling Gun. Every time he levels up, he gains +1 Range. The issue is, not only does it increase his max range, it increases his minimum range(I think) every level, he has to be further away to hit anything...
Don't know if this is what you are looking for, but
I created a marine with a custom ability that used the carrier interceptor ability. Renamed the interceptors and allowed the Marine to continue to attack without the need for the interceptros. They were just "back up"
What did is I opened up the unit "Carrier" and studied the links for the abilities, effects, behaviors.
In my marine I linked the exact abilities, effects, and behaviors. Then went and renamed and slightly tweaked everything.
Instead of linking the original, in case you need it for another unit (I did not)
You can just duplicate each ability, effect, behavior and then link the duplications.
0
this only kind of works. even with the weapon of the invisible unit set to Allowed Movement, the invisible unit stops to attack attack even with the trigger
every 0.001 game second, issue order move to (controlled unit)
the invisible unit still stops to attack, making it look weird.
0
well so far i have my own question answered unless someone has a better idea. i have made am invisible unit with the secondary weapons that will force follow the carrier.
0
SO i have an idea for "Gladiator Arena" style Arcade... in Space, with a single ship. You will earn points to upgrade your ship.
here's the problem.
I want to use the Protoss Carrier because of the Interceptors.
It gives me the feel of a Fleet Carrier of other games.
I have reskinned the Carrier to the Loki Battle Cruiser, and the interceptors to the Griffon, and shrank the Interceptors.
Problem is, i can't seem to get other weapons to work on the Carrier along with the Interceptors, as its not generally a create unit behavior/effect
it's an actual weapon.
I have tried adding an addition weapon in the carriers weapon section, which seems to do absolutely nothing
i even (for testng purposes) set the interceptor limit to 0 and the second weapon still does nothing.
i even tried adding the second weapon to the turret slot.
for testing purposes i used the diamond back turret.
still nothing.
is there something specific that prevents the carrier from using a normal basic attack?
that i need to work around to get additional weapons working?
if so would it be easier to just use a battlecruiser and add all of the assets to the interceptor weapon?
which for testing purposes, i have tried to add the interceptor weapon to a marine and all of the assets i could find
related to the interceptor. and i usually get an error saying not enough interceptors. even though the command card
data field shows i have four interceptors.
im stumped.
0
I'm not able to find it
0
I have a wave spawner ai personality
source player 2
Target player 1
It has waves
Waves have units
Waves have points
Wave have timing
I'm using the triggers
Ai-start Al personalities for all computer players
Ai-run all attack waves for all ai personalities.
This was working
===============================
I tried to add units (that will be created by ability) to an ai escort wave for player 0 (player 1s Ally) targeting player 2. Specifically assigned to player 1s hero.
I created the ai personality for player 0.
Now I can't save it.
Error parsing function line, possibly invalid variable name
67 cai_startall();
68 cai_runall();
I removed the ai escort wave trigger for player 0.
I removed the ai personality for player 0.
Still cant save.
What did I break?
0
Awesome thanks. I feel retarded. 😂🤣
0
In reply to ragadozo88:
Thanks that fixed it
0
In reply to ragadozo88:
I've seen other people publish with the free version.
0
I have a standard run-of-the-mill wave spawn survival map I created using only internal assets. Campaign dependencies are on due to a couple of units (medic, mengsk trooper etc.) I have custom abilities (renamed copies of Call down: Mule). When I try to publish it says I need to upgrade my copy of StarCraft ll
???
0
This is my trigger:
Event
Ability- any unit creates a unit with ability Any or behavior Any
Conditions
(Owner of (Created unit)) == 1
Actions
Unit -Change ownership of (Last created units) to player 0 and Change Color
It doesn't work. ðŸ˜
The idea is, The player controls a single Unit. A stranded hero. The hero has abilities to call down mercenaries. I don't want the player to have control over these mercenaries AND when player 1 hovers over them I want it to display which team they are on.
Player 0 is titled Mercenaries and is allied to Player 1 titled Hero who are both enemies to Player 2 titled Rogue AI.
Right now I have the filters on the 4 units the player "Hires" (with a drop pod animation) set to
-unselectable.
So player 1 hasno control over them, but they are targetable so player 1 can see their health and energy.
But I want the them to change over to player 0 so they display "Mercenaries" under their health and energy as well as change color.
0
In reply to ragadozo88:
Hey thanks is for the information. It made sense but was alot of work, so I simplified it, I just made a timed trigger victory. The the victory timer does work, however I can't seem to get it to display properly.
I started the timer
Created a window for last started timer
Showed the window
Showed the progress bar
Showed the border
It displays, even with the name, but the numbers stay 00:00 I sat and waited the entire 60 minutes to victory, and the victory trigger does work but the timer never changes...
There were only two options to "show timer"
Time remaining and time elapsed.
I don't want to show time elapsed I want to show time remaining, but I did try both option, but they both didn't change the 00:00 display
0
I have a custom Marine Hero, his weapon is a renamed duplicated Viking Gatling Gun. Every time he levels up, he gains +1 Range. The issue is, not only does it increase his max range, it increases his minimum range(I think) every level, he has to be further away to hit anything...
HELP!
0
0
In reply to ragadozo88:
Wow. That was much simpler that what I was shown thanks.
Btw any idea on my other question?
0
Don't know if this is what you are looking for, but
I created a marine with a custom ability that used the carrier interceptor ability. Renamed the interceptors and allowed the Marine to continue to attack without the need for the interceptros. They were just "back up"
What did is I opened up the unit "Carrier" and studied the links for the abilities, effects, behaviors.
In my marine I linked the exact abilities, effects, and behaviors. Then went and renamed and slightly tweaked everything.
Instead of linking the original, in case you need it for another unit (I did not)
You can just duplicate each ability, effect, behavior and then link the duplications.