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    posted a message on unexpected action from createing a unit

    Maybe add a wait sequence of 0.1. Otherwise add a condition that if there must not be a unit already created.

    Hard to tell since I'm mot seeing all the triggers but hope that helps.

    Posted in: Triggers
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    posted a message on [Solved] Two Easy to Answer Questions

    I had separate triggers and then had it so that when one trigger was activated, it would automatically tur off the other trigger. So it couldn't possible be run twice sine the turn off automatically stops the trigger being run twice.

    Not sure if that helps.

    Posted in: Miscellaneous Development
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    posted a message on Factory/Starport dissapearing for 23.8 seconds after Construction

    Do some process of elimination tests.

    Restore the factory or start-port to parent values in the unit data editor. If that's not it, then try the behavior's, if that's not it, start deleting triggers and see which one is the culprit. Eventually you will narrow it down and then you can look in that area for the 23 .8 seconds.

    Posted in: Miscellaneous Development
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    posted a message on AI question

    I'd have regions. You can set AI priorities for certain areas.

    Maybe Tactical AI Filter Markers, Tactical AI flee

    Wave add unit priority

    Wave target add waypoint

    Enable/disable AI option for unit

    Issue AI order

    One of those should work in some way.

    I remember they had that thing in star craft 1 where you change the priority of a region to high or something. I think in this one it's numbers where the higher the number, the more important it is for the computer to go get. Something like that.

    Posted in: Miscellaneous Development
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    posted a message on Terrain Deformation

    I'd say have a region for the sink hole. If you don't have a trigger event that raises the sink hole, then have a trigger that is set to a timer counting down the time it takes for the sink hole to rise. Either way have a trigger event at the same time as the sink hole returns.

    Once you have the trigger, have an action that moves all units in that region to a point in the region. They will then move and pop up.

    Use the pick unit in region and then the move picked units to point commands.

    That's what I would do.

    Posted in: Miscellaneous Development
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    posted a message on 2 quick things

    You can also have "If unit 'blink unit' enters region 1, then enable ability for 'blink unit'

    Then have another trigger that disables the ability.

    Not sure of the exact information but I know you can do that.

    That's an easy one :)

    Posted in: Miscellaneous Development
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    posted a message on Win Conditions?

    What I do is set up a trigger for each set of variables that = and end game sequence.

    So say if timer runs out and player 1 has so many units in region 1 and player 1 has more than 50 minerals, then fade out instantly, kill all units, create a bunker for player 1, and then set default melee options.

    You can maybe do something similar.

    I don't know though. I'm just into hard core basics done awesome.

    Posted in: Miscellaneous Development
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    posted a message on Anyways to have an attack stay locked on without the attack dying?

    Check out the behaviors.

    I think you will need to create a new Behavior. I'd Duplicate "Ghost Hold fire" and Call it "Never give up"

    Click on the behavior and then go to "Behavior Modification +"

    You will see a heap of Tabs up top that have movement, combat, behavior etc. I would probably go opposite to what hold fire is. Like where it says "Ability Classes disabled" you could maybe change the "Attack" to Disabled, and enable all the rest. That way it has no choice but to attack. I'm not entirely sure what the go is here but I'm sure that's the place.

    You could always try triggers.

    Maybe "If unit becomes Idle, issue order attack marine 33. 22. 01"

    Or something like that.

    I don't know. I'm somewhat a newb.

    Posted in: Miscellaneous Development
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    posted a message on "Kill any unit in entire map" Simple but OMG!!!! Others too.

    That has just given me a world of possibilities. And it will speed up my map 10 fold.

    Thank you so much.

    I have no qualms about the power of the map editor. I LOVE that. I just wished they would have made some of the common basics easier to work out.

    I totally agree that once you get the hang of it, it's incredibly simple. The issue is getting the hang of it in the first place. Trying to work it out for myself ended up with 4 separate trigger events and a bunch of backward settings just to do something I saw as simple.

    I'll be giving you credit in the map. Thanks heaps!

    Posted in: Triggers
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    posted a message on "Kill any unit in entire map" Simple but OMG!!!! Others too.

    How simple is it to want a simple command like these? Starcraft 1 had them that easy. I made up a Dialbo game on starcraft 1. But I can't find the basics anymore. For instance, how the hell do I do these?

    Issue orders, (Any Unit, In Region 1) to attack region 2.

    And

    Issue orders, (Any Unit, Owned by player 1), to attack, region 2.

    And

    If Player 1 number of units = 0, Create units for player 1 at region 1.

    And

    If player 1 number of units in region 1 < player 2 number of units in region 1, then set switch 1 to on.

    And

    If any unit owned by player 1 dies, then toggle switch 1.

    And

    If any unit in region 1 dies, set counter 1 to -1

    And

    Kill all units in entire map.

    How logical are they to read? How easy are they to understand? Yet I've spent about 48 hours trying to work out stupid ways of setting up a mass of triggers and crap just to do something as simple as these.

    I believe these will help out so many other people since they triggers that are very generalized and knowing them will make everything else easier.

    Thanks heaps for your time.

    Steve

    Posted in: Triggers
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