Yea I'm cracking this system out, I just completly screwed my map up in setting all players back to the standard 1-2-3-4-5-6-7-8 instead of 1-5-2-6-3-7-4-8 which is the only build system that works but because you must lock in order... wait what if its not locked but the teams are even? The question them becomes "if the second person to join the game moves to force 1 will he change player if the game is even using 1=1,2=5,3=2,4=6?
So my map has been trying to take off for the last week but players I ask about the map say they wanted to play on the same team as their mate but couldn't most of the time so just didn't play.
The game is designed in a locked lobby format because players who are able to move around the lobby screw the map up. How could I fix this, their are only 2 forces yet every search I do to find a solution always ends with someone saying just lock the forces or ultimately require a full lobby to work and when Blizzard "system" prevents this.
Got the same issue with my Sentry too, I remember I was using the old Disruptor unit in the beta Galaxy Editor because Sentry's didn't exist yet but now that sentry's exist I think this may be related, however changing settings to default did nothing.
I got no idea how to create this Ability with an associated spawn unit effect... I can easily create an ability but there is so many options that I have no idea if its gonna work or not.
How about if I copy the interceptor ability, how would i change that into auto cast?
My map was made during beta and because of this the map has taken a heavy hit with glitches and changes beyond my control. Working heavily for a week I got rid of nearly all of the bugs but 3 major glitches remain and I have conceded that the only way to fix them is to repalce them, problem is I don't know much about abilities.
I have to remake Stim for Marauders, Force Field for Sentry's & Concussive Grenades for Marauders. Please if anyone can help me get an idea of how to go about making these spells again or maybe a check list of how each spell would be added to a unit I would much appreciate the help.
It will be for players to activate but once I fugre out how to get the spell working I will be creating more then 1. So the building can spawn different units.
I assume from the Warcraft 3 engine that only 1 auto-cast spell can operate at a time.
I tried screwing around with all different options from what you suggested(I dont know how spells work) and I got the spell on the unit and found the bit that says unit produced so I put marine, Using 1 spell and 2 effects, the 2 effects are Issue Order & Switch but theres too many ways I can link all 3 together so I haven't had much luck. The marine isn't spawning.
See every dream is just like meh I could just do that in real life, but the ones where your scared are not going to happen everyday and can sometimes take you into the most unimaginable situations.......ummm point being" The scary ones rock :D
I had trouble with this as well and got no reply for my post but I did find that Using the Stop Ability and then from that using a trigger Event to process the action however my problem was that it only worked for 1 trigger, so if you did this it wouldn't work for 2 things.
Events
Unit - Any Unit uses Stop at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Player - Modify player (Owner of (Triggering unit)) Minerals: Add 50
0
Yea I'm cracking this system out, I just completly screwed my map up in setting all players back to the standard 1-2-3-4-5-6-7-8 instead of 1-5-2-6-3-7-4-8 which is the only build system that works but because you must lock in order... wait what if its not locked but the teams are even? The question them becomes "if the second person to join the game moves to force 1 will he change player if the game is even using 1=1,2=5,3=2,4=6?
0
So my map has been trying to take off for the last week but players I ask about the map say they wanted to play on the same team as their mate but couldn't most of the time so just didn't play.
The game is designed in a locked lobby format because players who are able to move around the lobby screw the map up. How could I fix this, their are only 2 forces yet every search I do to find a solution always ends with someone saying just lock the forces or ultimately require a full lobby to work and when Blizzard "system" prevents this.
0
Got the same issue with my Sentry too, I remember I was using the old Disruptor unit in the beta Galaxy Editor because Sentry's didn't exist yet but now that sentry's exist I think this may be related, however changing settings to default did nothing.
0
I got no idea how to create this Ability with an associated spawn unit effect... I can easily create an ability but there is so many options that I have no idea if its gonna work or not.
How about if I copy the interceptor ability, how would i change that into auto cast?
0
Help...
0
My map was made during beta and because of this the map has taken a heavy hit with glitches and changes beyond my control. Working heavily for a week I got rid of nearly all of the bugs but 3 major glitches remain and I have conceded that the only way to fix them is to repalce them, problem is I don't know much about abilities.
I have to remake Stim for Marauders, Force Field for Sentry's & Concussive Grenades for Marauders. Please if anyone can help me get an idea of how to go about making these spells again or maybe a check list of how each spell would be added to a unit I would much appreciate the help.
Thanks from MapCrafter/SiKiN
0
It will be for players to activate but once I fugre out how to get the spell working I will be creating more then 1. So the building can spawn different units.
I assume from the Warcraft 3 engine that only 1 auto-cast spell can operate at a time.
I tried screwing around with all different options from what you suggested(I dont know how spells work) and I got the spell on the unit and found the bit that says unit produced so I put marine, Using 1 spell and 2 effects, the 2 effects are Issue Order & Switch but theres too many ways I can link all 3 together so I haven't had much luck. The marine isn't spawning.
0
Well I found what you mentioned but I cant see how they are meant to be set up so I guessed.
I also cant seem to see where it is the operation of spawning the unit goes.
0
How do I get a building to have spells that when clicked activate an auto-cast that spawns units from the building.
0
My map uses simple units, nothing new just different rules with the triggers.
So I don't think this is my fault but anyway the unit Sentry cannot cast Force Field, an error pops up saying Error in red to the left hand side.
The map was fine last patch but now this has happened and I don't know how to fix it.
0
Again lagging can be checked by pressing Ctrl-F and if you are lagging in my experiences Riot is not reponsible whilst in-game.
0
See every dream is just like meh I could just do that in real life, but the ones where your scared are not going to happen everyday and can sometimes take you into the most unimaginable situations.......ummm point being" The scary ones rock :D
0
Just open your trigger editor and create a new trigger, add a new event and find "Unit Uses an Ability" and fill in the remaining fields.
In actions create a new and scroll down to Player, Select modify player property and fill in the remaining fields.
Triggers are not hard to understand, they are after all a controlled language that if understood should work.
0
I had trouble with this as well and got no reply for my post but I did find that Using the Stop Ability and then from that using a trigger Event to process the action however my problem was that it only worked for 1 trigger, so if you did this it wouldn't work for 2 things.
Events
Unit - Any Unit uses Stop at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Player - Modify player (Owner of (Triggering unit)) Minerals: Add 50
0
Interesting story, where you scared?