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    posted a message on Why wont you just die!

    @CrazyTwigman: Go

    It's your Pick Unit in unit group and kill pick unit command.

    You should use "Pick Unit" and then convert Unit to unit group. And then change the unit group to function Units in region with alignment.

    Or respectively, you can have a previous command to pick units of unit type in region matching condition and kill them, or Pick units in region matching condition and add them to a unit group and then later pick all those units from the unit group and kill them.

    You can do some tests.

    Make up some cheat triggers. So:

    Event: Key "K" is pressed my any player,

    Pick all units in region with alignment to player ? Kill picked unit. UI Display "Text Message - Units should be dead." to all players in chat

    That there will test the individual trigger and let you know if that part by itself is working.

    Posted in: Triggers
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    posted a message on All units of type condition

    @Naxxum: Go

    No worries :D

    Posted in: Triggers
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    posted a message on Trigger Exercise #5 - A Simple AI.

    What about a Kerrigan who learns how to help you defend the base based on if you slap her or pat her?

    Posted in: Triggers
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    posted a message on [SOLVED] Select multiple units + not allowed to control them

    @jcraigk: Go

    Why select multiple units though? Cause just allied with shared vision allows you to select other players units. Just not multiple units. If we know why multiple units is needed, then we can understand how this differs from Allied Shared vision and better help.

    You could try turning off all smart commands. But then the command card would still work. Unless you can disable the button click options.

    This seems like a huge change to the core gameplay for seemingly no reason.

    Posted in: Triggers
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    posted a message on [photos] Feed-back and suggestions to improvement.

    @JacobNielsen: Go

    Play with the lighting. Some torch fires and stuff like that. Unless you are going for the day thing.

    Personally I think it's more about the air for you. What's going on in the atmosphere. Rain, fog, haze, color of the sun or moonlight, fires, spells, magical auras etc.

    And thrown in locations like rivers, lakes, water falls, bridges, etc.

    Posted in: Terrain
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    posted a message on problems with changing hero ability levels by triggers

    So this is all about showing a button on the command card via triggers. Or when a unit has an ability, then the ability is assigned to a slot in the command card.

    I have mine grayed until the ability is available.

    Check out this maybe. Is might help. Onetwo has great tuts

    Posted in: Triggers
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    posted a message on Hiding game ui except... ?

    @BasicGear: Go

    I did this with my Max Braxon, but for some reason there was a couple of things I couldn't hide without losing the other panel.

    I suppose I could have created my own Game UI from scratch but screw that. That's a whole new world of game design to learn.

    Posted in: Triggers
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    posted a message on "Move Instantly" and Clipping with cliffs/destructibles

    @BasharTeg: Go

    Change Move instantly with Change Unit Speed. So the Unit speed becomes incredible fast, practically instant, but it will still collide.

    You could alter the Stim Pack ability to be Stim pack on steroids, then just Issue order of Move to Point and Issue order Use Super Stimpack and boom he instantly moves there colliding with everything along the way like normal.

    Posted in: Triggers
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    posted a message on Attack move in a set angle a set distance

    @Sherlia: Go

    You can set a point in relation to the unit that is being given the order. So as it moves side ways, the point will move side ways in relation to the movment of the unit.

    Have a timer set to 0.1 or 0.2 and repeat it. Then ever time it expires, have it - Move Point to location of point with Offest. And the offset can be variables that are altered depending on the angle you want the unit to be on.

    The other thing you can do is where they run into obstacles, you can make a region there so that if they run into it, they will be ordered to attack a different point making it look like it's running the same angle.

    Posted in: Triggers
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    posted a message on Temopary dissable colide with buildings?

    @Sherlia: Go

    Yep. You make the building Footprint zero. Or ignore placement requirements. Then you can create a doodad Path blocker in it's place afterwards to stop units going through it.

    But it all depends on what type of building you are placing there.

    I don't know if there is a trigger that will set the Unit Footprint to a certain size or not.

    Posted in: Triggers
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    posted a message on All units of type condition

    @Naxxum: Go

    Any Unit dies

    If Number of units of (Unit Type in entire map matching condition) = 0

    Actions Do something.

    This is done by clicking on the bracket at the start of the condition and selection Number of units in unit group.

    Then you click on the bracket for Unit Group and in the functions, change it to "Unit in Region matching condition" Then it will have "Any Units" and i think you can change that to "Triggering unit" in the function.

    If not, you can have a specific trigger for each type of unit checking the number of units for each type.

    Posted in: Triggers
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    posted a message on [SOLVED] Select multiple units + not allowed to control them

    There is info in the Unit Assets of "Uncontrollable" it's where you find "Invulnerable" and stuff like that. If the unit is uncontrollable, you can still select it but not control it.

    Maybe there there is an option in "Set unit properties" or "Make unit" and then change the default function into one where it allows you to dictate if the unit is controllable or not.

    It's difficult since you aren't telling us why you want to have a unit selected but uncontrollable.

    Posted in: Triggers
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    posted a message on Create unit at point of triggering unit

    @stevehammon: Go

    I think in the Data section, it's the Actors associated with the unit. You go into them and look at the assets I think. That's where I found a bunch of stuff on how infestor eggs mutate into Infested terrans. On death, mutate into infested terran.

    Something like that.

    Posted in: Triggers
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    posted a message on Create unit at point of triggering unit

    @peranzormal: Go

    I propose doing some tests where you put in a Text Message for when certain parts are triggered. So If the unit dies put "Unit Died!" and then "Create Unit" to say when the create unit trigger is triggered.

    The other thing is to make up some "eye in the sky" triggers. So when ever you have a situation where the buildings should work, you have a trigger that will watch the situation and tell you if it doesn't work.

    That way you can get information about what's going on in the triggers as you play it. It's like telling you if the trigger itself is not being triggered of if there is a part that is being triggered and it's screwed up because of something else.

    Posted in: Triggers
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    posted a message on Functional TPS camera for multiple players?

    It all depends on the camera style you want. Do you want "Mass Effect"style camera? Or "Diablo" style?

    Diablo style is easy. I use this sort of thing for BraxoN where you can change the camera rotation and zoom with the arrow keys but it's pretty much always following Braxon.

    The Mouse operated camera controls such as Mass Effect, I haven't played with them yet.

    Posted in: Triggers
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