• 0

    posted a message on unit creation trigger.

    This should be easy.

    Unit created by player.

    If then else triggering unit is owned by player

    Action Create unit at location facing angle

    So you'll have:

    Spawning pool created by any player.

    If then else triggering unit is owned by player 9

    Action Create 2 zerglings at location A facing angle

    If then else triggering unit is owned by player 8

    Action Create 2 zerglings at location B facing angle

    I can't see exactly what they are since I don't have SC2 installed but you can work it out from there.

    Posted in: Triggers
  • 0

    posted a message on Weekly Terraining Exercise #81: Diablo III

    Is it me or do these have the same graphics quality as D3? I'm thinking some of these look even better than the game.

    Posted in: Terrain
  • 0

    posted a message on [SOLVED] Can I change the lighting for specific area/doodad?

    I think you can alter the lighting in game like those people who did the sun dial clock thing. In that sense, you can change the lighting when you go to that part of the map and then change it back to the original when you leave.

    See how that goes

    Posted in: Terrain
  • 0

    posted a message on Taunt - can you trigger it with triggers

    Check to make sure it has any taunts at all. You can have a trigger

    event : leviathan owned by player attacks any unit then, Conditions: If loop timer = 0 Actions Restart loop timer (6 seconds or so enough time to allow the taunt to play) set Taunt Integer to = random integer between 0 and 4 If then else, if Taunt Integer = 1 then play taunt animation for triggering unit. Or Order triggering unit to taunt, however you get a unit to taunt. Look this bit up.

    If there are various taunts, you can have a bunch of "if then else" triggers and have the Taunt integer variables specify different taunts. 1 = stick finger up, 2= na na na na na, 3 = poke tongue out, etc, and leave a bunch of empty ones so that the leviathan doesn't always do a taunt every 6 seconds.

    Hope this helps

    Posted in: Triggers
  • 0

    posted a message on Destroyed units showing up in fogged map

    Try event: Unit destroyed remove triggering unit from the map

    Otherwise I dare say it would be something in the data editor where if a unit is destroyed by you, it will show you so that you know if you succeeded or not.

    Sort of like using a nuke on the edge of fog and the blast in the foggy area killing things.

    I don't have SC2 installed so I can't check for you.

    Good luck with it.

    Posted in: Triggers
  • 0

    posted a message on Make warpgate give 2 units instead of one?

    if unit creates unit

    then

    Create unit at location facing point.

    I think you can use those two. I don't have the editor installed so I can't check. But there is an event something like "if a unit is created by another unit",

    Look up Unit, and Unit created. I think it's somewhere in there. Maybe it is a condition "triggering unit is creted by unit"

    Now the number of units created by the action can be equal to an integer. So you just modify the integer +1 each time you want more units created.

    That's about the only way you want to do it via triggers. Really if you want the warpgate creating units the way it normally does in the game, then it's a Data editor question.

    If you are using triggers to create the units then just have a "create unit at location facing point." action and set the number of units to = the integer.

    So it will look something like this.

    If Unit Zergling is created, then

    If the Triggering Unit is created by unit Warp Gate, then

    Create unit Integer 0 Zerglings at triggering unit.

    or

    If Your Event Trigger, then

    Do this stuff, as well as

    Create unit Integer 0 Zerglings at (triggering unit, or Point, or Region or Coordinates).

    Hope this helps.

    Posted in: Triggers
  • 0

    posted a message on Resetting ALL upgrades/tech

    You only need 1 trigger. Don't have an event trigger that trigger though. Call it "Reset Upgrades"

    In that trigger, You create actions to disable abilities for any unit and any player. You also have armor and weapon upgrades for each, set to 0. Maybe use Integers for upgrades and set the integer to 0.

    When the round finishes, have "Run trigger "Reset Upgrades" and wait until it finishes."

    For each time you want to give a unit an ability, you enable it.

    Yes it's a bit of work but it's pretty easy. It's not like you will have over 100 actions in the reset trigger.

    Posted in: Triggers
  • 0

    posted a message on Question Concerning Tug of War based spawning system

    Double click "Conditions" and press ok.

    You'll get "(Owner of triggering unit) = 1"

    Click the bracket ( and then go down to "number of units in unit group."

    Make it = to a number for specifics if you want, or use 2 if you want it at least one number and at most another number.

    So you have a group for "P1 Supply Dep"

    Another trigger will trigger when ever a Depot is created, and it will add last created Depot for player 1 to unit group "P1 Supply Dep"

    Something like that

    Posted in: Triggers
  • 0

    posted a message on making Overseers move targetting random ally units nearby?

    Any Unit attacks, Owner is player 1

    Order closest unit (closest unit (overseer in entire map owned by player 1 matching conditions...) to point triggering unit) to move scan targeting point of triggering unit.

    Something like that.

    Posted in: Triggers
  • 0

    posted a message on custom zero hour map help

    @spy46: Go

    First, look at other hero maps similar to yours and work out how all the parts work.

    Then make your own.

    Then when you have done that, change your "end game" trigger to the melee triggers shown in the new maps under game initialisation

    Posted in: Triggers
  • 0

    posted a message on collision on doodads

    If pathing doesn't work, insert a few path blocking doodads. Not the curtain blockers that block view but the ones that show the "No Foot" sign. I use the 2X2 ones for my bridge railings

    Posted in: Terrain
  • 0

    posted a message on Unit walk on a bridge

    Use Pathing Doodads.

    I had Pathing (H) and painted everywhere red and the bastard walked straight through it!!!

    I ended up placing a series of 2X2 pathing doodads (not curtain blockers but the ones that show a foot symbol and the line through it) in a line either side of the bridge, overlapping.

    Check it out in "Braxon" if you want.

    Posted in: Terrain
  • 0

    posted a message on Hiding ally selection indicator

    @jcraigk:

    I'm a trigger guy too LOL Sorry. I found the Cursors gut they don't help.

    Posted in: Triggers
  • 0

    posted a message on Functional TPS camera for multiple players?

    This is how I did mine.

    I assume you want Diablo 2 style Camera.

    First, make a point for each player. "Point player 1" "Point player 2"  etc

    Make a camera for each player. I recommend you find your angle and then create your 8 or so cameras all at once. If you change them, you should press enter on the camera and change the numerical values so that you can have all the cameras the same yaw or angle etc.

    Then you need a timer called "Camera timer"

    In the map initiated trigger, put your "Start Camera timer as repeating for 0.2 seconds"

    Use 0.1 if you want it to be even faster response but 0.2 is nice.

    Now if the units are already on the map, then you can just have the unit as the focus point but let's just say you have the units created.

    So when you create your unit, you can either add last created unit to "Hero Player 1" group, and same with the other players and their hero groups repectively, or you can pick each unit from (any units in region entire map owned by player 1 matching condition)" <-- this if is done by clicking function and selecting "Unit from unit group" I think, and then going to function again and selecting "Unit's in region matching condition" You'll find it.

    Ok so you have the unit picked, now you add it to the unit group "Hero Player 1"

    Do the same for all the heroes of all the players so each play has a hero, each player has a hero unit group, each player has a point. And you have your timer.

    Now you want to set up your point triggers.

    When your Camera timer elapses, you "Move Point to location of Unit." Or to unit from unit group. Point is you move the player 1 point to player 1 hero. Either directly or by the player 1 hero unit group. So the point will be moving to the location of your unit ever 0.2 of a second.

    Do this for all players.

    So now you have a Hero, in a Unit group, with a point stuck to his head.

    Now set up your camera triggers.

    When Camera timer elapses,
    Lock Camera input. You don't want the player pushing any keys and the camera moving away.
    Make camera follow unit from unit group "Hero player 1" Or point. Not sure. Can't remember. Point is making the camera follow your unit some way.
    Apply "Hero Camera Player 1" over 0 seconds with initial velocity I think 80% from memory and deceleration of I think 5% from memory. This gives you your angle and distance from the unit. The initial velocity is how fast it takes off from where it was before. And deceleration is  how much of the end of the process you want it to slow down through. It's the smoothing part.

    So
    Lock camera,
    Make camera follow
    Apply Camera

    Now you have 2 different camera positions. So you will want and Integer for each player for "Spell Camera" And you will want a camera for each player when they cast the spell. Spell means the same thing as Ability in this case.

    This part becomes an If Then Else in your camera triggers. If Integer "Spell Camera Player 1" = 1, then...
    Lock camera,
    Make camera follow
    Apply Camera "Spell Camera player 1"

    Else
    Lock camera,
    Make camera follow
    Apply Camera "Hero Camera player 1"

    So then all you have to do is change the Spell integer for a specific player and the camera will change.

    That's the basics. You can work out the best way you want it from that.

    It's maybe a bit messy compared to other ways but this works for me. Maybe you can do away with the point and the Unit group entirely. Not sure.

    That should get you started or maybe even solve it for you.

    So in a recap.

    Camera timer.
    2 cameras for each player.
    1 integer for each player.

    Camera timer elapses,
    If Integer "Spell Camera Player 1" = 1, then...
       Lock camera,
       Make camera follow
       Apply Camera "Spell Camera player 1"

    Else
      Lock camera,
      Make camera follow
      Apply Camera "Hero Camera player 1"

    Copy and alter this trigger for each player.

    Posted in: Triggers
  • 0

    posted a message on Hiding ally selection indicator

    @jcraigk: Go

    I suppose you could remove it from the section where you find all those selection rings but I can't find that section.

    Posted in: Triggers
  • To post a comment, please or register a new account.