• 0

    posted a message on theworldofdustoerba

    actually i know whats going on but im not sure why, when i make the custom nydus on a new plain map its all good. I can see the copied actor list under the newly made Unit, which means the new unit and duplicated actor is connected. love it. But in my melee map, the actor keeps connecting with the original Nydus Canal, I see no actor copies in my custom nydus unit but instead, it goes to the original nydus, even when i switched the token unit name to my custom unit in the actor options. What is goinnnn on?????

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    sorry idont know how to go about it still :(

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    Hi, I cannot seem to make a successful custom nydus worm. I want to give it a custom name, apart from the original nydus worm from the melee tech. However, all I see is the generic green character symbol next to the new name I gave it under Structures in the units list, but no model appears. How do I connect the unit and actors together to make a successful nydus worm custom? a unit or a structure is it? im confused. When I clicked "Used by" it has so many actors associated to it, like Nydus Canal, Nydus Rumble, etc... i dunno where to start or what to dohelpp

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    how do i make that condition

    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Hi I'm having some nydus issues: It partially does what I want, but when two units simultaneously enter the region, the trigger will account for each unit, thus making two nydus instead of one. How can I fix this to a more detailed level? thx

    This is what I have so far:

    Gate 4
        Events
            Unit - Any Unit Enters Region 010
        Local Variables
            Nydus = No Unit <Unit>
        Conditions
        Actions
            Unit - Create 1 Nydus Worm (Canal) for player 15 at (Center of Region 001) using default facing (No Options)
            Variable - Set Nydus = (Last created unit)
            Animation - Play Birth Variation 02 animation for (Actor for Nydus) as Default, using No Options options and Default Time blend time
            Sound - Play NydusWorm_Birth for (All players) at (Position of Nydus) with Z offset 8.0 (at 100.0% volume, skip the first 0.0 seconds)
            Camera - Shake the camera for player 1 for 2.0 seconds, with strength 1.0, frequency 1.0 Hz, and 100.0% randomness (Position: Target, Direction: Z)
            Animation - Play Spell animation for (Actor for Nydus) as Default, using No Options options and Default Time blend time
            Sound - Play NydusWorm_Unload for (All players) at (Position of Nydus) with Z offset 8.0 (at 100.0% volume, skip the first 0.0 seconds)
            General - Wait 2.0 Game Time seconds
            Unit - Kill Nydus
            Trigger - Turn (Current trigger) Off
    
    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    This is what I have, I'm not sure how to finish it, how do I connect the ping to my leviathans which is part of a different trigger?? What does a triggering unit mean? Cause it's not connected with any unit in this trigger, or is it? Sorry I 'm confused.

    Untitled Trigger 001
        Events
            Unit - (Triggering unit) dies
        Local Variables
            Untitled Variable 001 = Leviathan 5 <Trigger>
        Conditions
        Actions
            Ping - Destroy (Name from the Local data table)
    
    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Do you know how to remove the ping attached to a creature once it's killed?

    So I have two leviathans on the map, when one is killed, the ping is till there at the location it died. When the second leviathan is killed finally, one of ping disappears and the recent one that died ping is remaining. So as this trigger repeats itself and as leviathans die, pings start to accumulate which is annoying. How do I make it so that the ping disappears per each creature it's attached on dies? Thx.

    My bad, I put this thread in Data which this problem is not really related to data, so i just wrote a new one in trigger.

    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Do you know how to remove the ping attached to a creature once it's killed?

    So I have two leviathans on the map, when one is killed, the ping is till there at the location it died. When the second leviathan is killed finally, one of ping disappears and the recent one that died ping is remaining. So as this trigger repeats itself and as leviathans die, pings start to accumulate which is annoying. How do I make it so that the ping disappears per each creature it's attached on dies? Thx.

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    Hi, I remember watching in HoTs campaign, the nydus worms burst through walls and release units. How can I use this effect in my melee map? Do I need HoTs to use this ? I only own WoL

    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    I tried fixing the stimpack command card for marine and marauder, but there is no "Use Stimpack" for the Ability Command: dropdown menu. However, when I open a new melee map with only Liberty (mod) dependency, the "Use Stimpack" is available. I only see "Stimpack" for my story dependency + melee dependency melee map, not "Use Stimpack". Help thx

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    How do I edit command card so I can make everything have the regular sc2 melee tech settings since I still want to use all story dependencies which destroys the regular sc2 melee tech command cards.

    Posted in: Data
  • 0

    posted a message on theworldofdustoerba

    what do you mean by most efficient way? which method will make the effect look more realistic? If the data, how will I go about it in the data editor, I'm still unsure about using the data editor, could you send a pic? Thx

    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Hi, how can I make the Zerg Pod damage units upon impact?

    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Hi two things:

    First Gate Trigger: When the time elapses 1000, the gate just disappears. But when I tested this trigger, the gate opened perfectly and closed (I used faster seconds to test it faster). What is the problem you think?? here's the trigger.

    Gate
        Events
            Timer - Elapsed time is 1000.0 Game Time seconds
        Local Variables
            Time differences = 300.0 <Real>
        Conditions
        Actions
            General - Repeat (Actions) forever
                Actions
                    Ping - Create a ping for (All players) at (Center of Region 010) (using point facing), using model Ping Objective and color (0%, 100%, 0%, 0%), lasting 4.0 seconds
                    Unit - Order Gate (Diagonal BLUR) [80.00, 64.00] to ( Open Gate) (Replace Existing Orders)
                    General - Wait 500.0 Game Time seconds
                    Ping - Create a ping for (All players) at (Center of Region 010) (using point facing), using model Ping Objective and color (100%, 0%, 0%, 0%), lasting 4.0 seconds
                    Unit - Order Gate (Diagonal BLUR) [80.00, 64.00] to ( Close Gate) (Replace Existing Orders)
                    General - Wait Time differences Game Time seconds
                    Variable - Set Time differences = (Random real between 400.0 and 1000.0)
    

    Second problem, Leviathan trigger. The Leviathan spawns perfectly, but they don't move to the designated regions and then patrol there. Also the warning ping on them doesn't get attached anymore. But before this problem, one of the Leviathan actually moved to the designated spot and patrolled with the warning ping attached to him, but the other didn't, it just stayed at the spawn point. How can I fix this problems?? Trigger:

    Leviathan 4
        Events
            Timer - Elapsed time is 1000.0 Game Time seconds
        Local Variables
            Leviathangroup = (Empty unit group) <Unit Group>
            BullhornLightsGroup = (Empty unit group) <Unit Group>
            Time difference = 300.0 <Real>
        Conditions
            (Number of Living units in Leviathangroup) == 0
        Actions
            General - Repeat (Actions) forever
                Actions
                    Ping - Create a ping for (All players) at (Center of Region 006) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting 4.0 seconds
                    Ping - Create a ping for (All players) at (Center of Region 007) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting 4.0 seconds
                    Sound - Play UI_TerranKlaxonAlert for (All players) (at 100.0% volume, skip the first 0.0 seconds)
                    Unit - Create 1 Leviathan for player 15 at (Center of Region 006) using default facing (No Options)
                    Unit - Create 1 Leviathan for player 15 at (Center of Region 007) using default facing (No Options)
                    Unit Group - Add (Unit attached to Region 006) to Leviathangroup
                    Unit Group - Add (Unit attached to Region 007) to Leviathangroup
                    Ping - Create a ping for (All players) at (Center of Leviathangroup) facing 270.0, using model Ping Boss and color (50%, 0%, 50%, 0%), lasting 0.0 seconds
                    Ping - Attach (Last created ping) to (Unit (Number of Living units in Leviathangroup) from Leviathangroup)
                    Ping - Set (Last created ping) tooltip to "Leviathan "
                    Unit Group - Pick each unit in Leviathangroup and do (Actions)
                        Actions
                    Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Move targeting (Random point in Region 002)) (After Existing Orders)
                    Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Patrol targeting (Random point in Region 002)) (Replace Existing Orders)
                    Unit Group - Add (Unit attached to Region 008) to BullhornLightsGroup
                    Unit Group - Add (Unit attached to Region 009) to BullhornLightsGroup
                    Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
                        Actions
                            Animation - Play Stand Work animation for (Actor for (Picked unit)) as Default, using Play Forever options and Default Time blend time
                            General - Wait 6.0 Game Time seconds
                    Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
                        Actions
                            Animation - Clear the Default animation for (Actor for (Picked unit))
                    General - Wait Time difference Game Time seconds
                    Variable - Set Time difference = (Random real between 180.0 and 300.0)
    
    Posted in: Triggers
  • 0

    posted a message on theworldofdustoerba

    Solved , what a desperate boy i am

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