You are probably looking for a Data range actor. When duplicating a unit there are some actors that won't be duplicated because they are not directly related to that unit. Therefore you have to dig a little and find that range actor for that ability. There you should be able to find the Range value (make sure it is the same as your ability range otherwise it will look weird, Be able to shoot further than the range or not be able to shoot within the range...) and there is a value also for how many arrows you want all around your range perimeter. The more you put the laggier it can get, something around max 20 depending on the range of your ability could probably be totaly fine. Just juge by yourself if you think its too many or not enough. I believe you can also modify the look of the arrow if you truly wish to.
I know I haven't been there for months... but omg, I just can't find the time to settle down for few hours and focus on something, either the wiki, a sc2 map, or even just gaming.
I really wish to finish what I started, but I think the best would be to help you with suggestions and stuff that could be great to do... I feel sorry for not being able to be there more. It's really something that I wanted to complete.
Depending on how you want to make it, it could be as simple as a basic mathematical formula inside the trigger itself. Something like this:
Player Group - For each player i in (Active Players) do (Actions) Actions
Player - Modify player i Minerals: Add (600 - (((Player i Supplies Used) / 10) * 30))
It cycles through eatch active players then add minerals based on their supply. Here I set it like this:
600, the maximum gaining amount of minerals. I did not use 300 because of how it seems you want to set it where every 10 more supply used you get 30 less minerals. This means at 100 supply you would get nothing, but you can have up to 200 supply, so 600. But you do whatever you want.
Then I do, "Player i supplies used" (which is the numerator for you supplies, the "20/45" for example 20)
Divided by 10, because you want to make changes every 10 supply
All that multiplied by 30, for 30 minerals. So if I complete my example with 20/45 it does this:
Seems like a bug, you could try reloading the map, and/or the editor. Sometimes it fixes visual issues, cameras, and a bunch of other stuff that may bug after some use. You could still try to select the arrows, if they are for whatever reason simply hidden but selectable. You could drag click and press Alt left click which will relocate the point. Note that you can rotate the arrows using Ctrl left click.
Pretty cool! For a very simplist terrain, it works great, you get the underwater feeling to it. I'll suggest few things, they might not fit all, but it could improve the terrain.
You could add more animals:
You could add more crater or terrain effects, environment:
You could add more grass/plants:
You could add more rocks and sea shells:
You could even create some rift with tilted ramps:
I remember also an underwater effect that is applied on the ground that does some weird light effect like in a pool... I think it's done with the water or something... it's not a doodad. I can't remember, but that would greatly benefit the terrain. Like this terrain back from an old wte
Personally I see record like a "Folder of variable" with name "variable".
Record variable (Stats)
My variable 1 with array (Kill)
My variable 2 with array (Score)
etc.
So you could do like:
For eatch i from 1 to Number of active players
Set variable -> Record -> Stats.Kill[i] == xyz whatever.
So after when you want to find the variable kill, you know its inside the "folder" (record) Stats. And if you search for the var "Kill" itself in the list you won't see it. So you don't have a huge list of variable with generic names or super refined names. Just set the record, then whatever you want to store within it associated to that variable.
Whoa that's cool. I think that a better lighting with some glowing plants or something would make that terrain even more awesome. Nice one!
There is a tree model for the Aiur tree that is creeped or something and I think it could fit well. It's not a doodad you have to find the model. You could search for a mod on battle.net for Extra Doodads which is something I made a long while ago in the hope to make all interesting models as doodads.
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You are probably looking for a Data range actor. When duplicating a unit there are some actors that won't be duplicated because they are not directly related to that unit. Therefore you have to dig a little and find that range actor for that ability. There you should be able to find the Range value (make sure it is the same as your ability range otherwise it will look weird, Be able to shoot further than the range or not be able to shoot within the range...) and there is a value also for how many arrows you want all around your range perimeter. The more you put the laggier it can get, something around max 20 depending on the range of your ability could probably be totaly fine. Just juge by yourself if you think its too many or not enough. I believe you can also modify the look of the arrow if you truly wish to.
0
I know I haven't been there for months... but omg, I just can't find the time to settle down for few hours and focus on something, either the wiki, a sc2 map, or even just gaming.
I really wish to finish what I started, but I think the best would be to help you with suggestions and stuff that could be great to do... I feel sorry for not being able to be there more. It's really something that I wanted to complete.
0
Depending on how you want to make it, it could be as simple as a basic mathematical formula inside the trigger itself. Something like this:
Player Group - For each player i in (Active Players) do (Actions)
Actions
Player - Modify player i Minerals: Add (600 - (((Player i Supplies Used) / 10) * 30))
It cycles through eatch active players then add minerals based on their supply. Here I set it like this:
600, the maximum gaining amount of minerals. I did not use 300 because of how it seems you want to set it where every 10 more supply used you get 30 less minerals. This means at 100 supply you would get nothing, but you can have up to 200 supply, so 600. But you do whatever you want.
Then I do, "Player i supplies used" (which is the numerator for you supplies, the "20/45" for example 20)
Divided by 10, because you want to make changes every 10 supply
All that multiplied by 30, for 30 minerals. So if I complete my example with 20/45 it does this:
600 - ((20 / 10) * 30)
600 - (2 * 30)
600 - 60
=540
At 20 supplies you would get 540 minerals.
0
Seems like a bug, you could try reloading the map, and/or the editor. Sometimes it fixes visual issues, cameras, and a bunch of other stuff that may bug after some use. You could still try to select the arrows, if they are for whatever reason simply hidden but selectable. You could drag click and press Alt left click which will relocate the point. Note that you can rotate the arrows using Ctrl left click.
0.961857379767827
Final result.
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Sup! I did this one. Although, no monster, just a protoss underwater old city.
Pretty happy with the result.
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Pretty cool! For a very simplist terrain, it works great, you get the underwater feeling to it. I'll suggest few things, they might not fit all, but it could improve the terrain.
You could add more animals:
You could add more crater or terrain effects, environment:
You could add more grass/plants:
You could add more rocks and sea shells:
You could even create some rift with tilted ramps:
I remember also an underwater effect that is applied on the ground that does some weird light effect like in a pool... I think it's done with the water or something... it's not a doodad. I can't remember, but that would greatly benefit the terrain. Like this terrain back from an old wte
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Cool theme :P
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Oh okay, I did not know that.
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Starting ro look like bi-montly wte..my bad.
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Personally I see record like a "Folder of variable" with name "variable".
Record variable (Stats)
So you could do like:
For eatch i from 1 to Number of active players
Set variable -> Record -> Stats.Kill[i] == xyz whatever.
So after when you want to find the variable kill, you know its inside the "folder" (record) Stats. And if you search for the var "Kill" itself in the list you won't see it. So you don't have a huge list of variable with generic names or super refined names. Just set the record, then whatever you want to store within it associated to that variable.
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I don't have any vision or inspiration what do you imagine by that? Something along the lines of this?
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Whoa that's cool. I think that a better lighting with some glowing plants or something would make that terrain even more awesome. Nice one!
There is a tree model for the Aiur tree that is creeped or something and I think it could fit well. It's not a doodad you have to find the model. You could search for a mod on battle.net for Extra Doodads which is something I made a long while ago in the hope to make all interesting models as doodads.
0
Finally did some more updates to the trigger page. Lots remain to be done, but it will be eventually.