I want to have a building similar to a xel'naga tower.
The map has 2 teams.
Team 2 own this tower for the moment.
It should take 30 secounds (countdown bar showing) for team 1 to "take" it and require a unit of the same alliance to stand with it the whole time. For example: Player 1 zergling goes to it, (if no enemy units are "guarding it) then and a 30 second timer start and will count down as long as any unit from player 1 alliance stand by it. If the timer complete then the tower is now owned by team one and no longer require a unit to stand by it.
If the unit capturing it get killed then the capturing timer stop and the owner of the tower does not change.
The tower can not be captured as long as a owning unit are close to it.
Please help me create such a tower because i have no idea what so ever how to make it. I donĀ“t want to use triggers if possible.
Nevermind guys, I created a custom ability that changes ownership instead.
The towers wont revert back to neutral, but still can be captured by other players (they still give control to nearby units).
This is basically what I wanted and works fine for now until I figure out how to make the tower capture ability change ownership through the actor or something.
Looks like a method like this would work. Just change the charge-up time for the ability to be 30 seconds.
If anybody can make an examle map with this unit it in then i would be very happy. Its the last thing i need on my map and then its pretty much done :)
I did something similar in my map. I actually used three units and had them morph between each other: Red Team Command Point, Neutral Command Point and Blue Command Point.
It used something like 4 behaviors. 2 For each team. For example, your hero unit could have "Red Team Buff" that constantly searches (Behavior -> period effect) For a Neutral or Blue command point. It then applies "Red Team Countdown" to the command point it finds. This buff has a duration (Could be anything, for mine its 7), and an expire effect of type "issue order" that causes the target to morph into a Red Command Point at the end of the duration.
To make sure that the unit has to stay near the command point to complete the capture, I added a Validator of type "Location compare range" (I'm not at my SC2 computer right now, so I might have gotten the name wrong... its something like that.) made the range compare between the target unit and source unit, equal to or less than 3. I put this validator in the "Validators - Remove" field of the countdown buff, so that the buff is removed if the source unit gets too far away.
Since you just want to transfer ownership of xel'naga towers, you might just make an extra behavior instead of a morph ability. There is a flag somewhere in buff behaviors that allows you to give the effected unit to a certain player - caster, source, neutral or hostile. I think its called owner or something like that.
Of course, you'd need to modify the periodic searcher so that it validates the targets based on whether they are allied to the source or not, rather than comparing the unit type of the target like I did. I'm pretty sure there is a validator for this, but I don't know what it is or how to use it.
I hope this helps you. Let me know if I confused you about anything.
EDIT: As for checking the whether the target and source are allied, you can probably just do that in the search effect by unchecking the "Ally" and "Player" boxes.
As i understand i, i have to add a behavior to every unit in the game that should be able to take this tower?
Is it not possible o do the other way around, that the tower searches for any enemy unit in a radius and if it find any then it apply a buff on it self? It also have to check that no ally unit is in the same radius for it to be able to cast this buff. And keep that buff as long as a enemy unit is in the radius? The end effect could then be to give ti self to that unit or something but then again how does it know what unit it should give ti self to?
A sample map with a unit like this would be great (i'm not to familiar with this yet but learning)
Edit: man i suck badly at this. I cant even get halfway. I tried to give it a behavior to that it scans the area and do the effect "kill" on all units in the area but i cant even get that to work :/ I cant even get the first behavior to work as it should with the timers. Why cant blizzard release a instruction manual for crap like this :) at least a wiki for all terms like unit types and stuff.
Ok i have gotten far with this and i think i know the way to go.
Each unit created is given by trigger a behavior that scans for towers in a small radius and apply a buff/behavior to that tower.
The behavior (periodic) try to add a buff with the validator that if no ally units are close then apply a behavior and a buff (check so that the tower is not guarded).
-The buff is a countdown and when reaching zero it should change the ownership of the tower to the one starting this sequence. (tower captured)
-The behavior is a periodic event that check so there is a enemy unit in range. If its not then it should cancel the buff mentioned above. (tower get defended)
I'm not 100% sure this is they way to do this.
I'm stuck however on the validator that check if there is enemy close or allys close. SO if sombody wanna help me with this then please go ahead with the map i provide.
Mabye its better to have the tower run a search event and check for nerby enemy units and if it finds then apply buff on it self IF no allys are close.
I apply a behavior to a tower to look for enemys and then apply the buff on the tower. On the disable validator i want to have a validator of the type Enumerate Area that look if there is close allies (if ally is close the seach for enemy units is dissabled) but i cant get ti to work :( Help me please!
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I want to have a building similar to a xel'naga tower.
The map has 2 teams. Team 2 own this tower for the moment.
It should take 30 secounds (countdown bar showing) for team 1 to "take" it and require a unit of the same alliance to stand with it the whole time.
For example: Player 1 zergling goes to it, (if no enemy units are "guarding it) then and a 30 second timer start and will count down as long as any unit from player 1 alliance stand by it. If the timer complete then the tower is now owned by team one and no longer require a unit to stand by it.
If the unit capturing it get killed then the capturing timer stop and the owner of the tower does not change.
The tower can not be captured as long as a owning unit are close to it.
Please help me create such a tower because i have no idea what so ever how to make it. I donĀ“t want to use triggers if possible.
Looks like a method like this would work. Just change the charge-up time for the ability to be 30 seconds.
@Shad0wsEdge: Go
To be honest, i dont really know what do to even after that post :P
I dont understand how the "tower capture" ability work either, it does not explain much.
@Sherlia: Go
If anybody can make an examle map with this unit it in then i would be very happy. Its the last thing i need on my map and then its pretty much done :)
bump
Please somebody help me with this.
I did something similar in my map. I actually used three units and had them morph between each other: Red Team Command Point, Neutral Command Point and Blue Command Point.
It used something like 4 behaviors. 2 For each team. For example, your hero unit could have "Red Team Buff" that constantly searches (Behavior -> period effect) For a Neutral or Blue command point. It then applies "Red Team Countdown" to the command point it finds. This buff has a duration (Could be anything, for mine its 7), and an expire effect of type "issue order" that causes the target to morph into a Red Command Point at the end of the duration.
To make sure that the unit has to stay near the command point to complete the capture, I added a Validator of type "Location compare range" (I'm not at my SC2 computer right now, so I might have gotten the name wrong... its something like that.) made the range compare between the target unit and source unit, equal to or less than 3. I put this validator in the "Validators - Remove" field of the countdown buff, so that the buff is removed if the source unit gets too far away.
Since you just want to transfer ownership of xel'naga towers, you might just make an extra behavior instead of a morph ability. There is a flag somewhere in buff behaviors that allows you to give the effected unit to a certain player - caster, source, neutral or hostile. I think its called owner or something like that.
Of course, you'd need to modify the periodic searcher so that it validates the targets based on whether they are allied to the source or not, rather than comparing the unit type of the target like I did. I'm pretty sure there is a validator for this, but I don't know what it is or how to use it.
I hope this helps you. Let me know if I confused you about anything.
EDIT: As for checking the whether the target and source are allied, you can probably just do that in the search effect by unchecking the "Ally" and "Player" boxes.
@Nahotnoj: Go
As i understand i, i have to add a behavior to every unit in the game that should be able to take this tower?
Is it not possible o do the other way around, that the tower searches for any enemy unit in a radius and if it find any then it apply a buff on it self? It also have to check that no ally unit is in the same radius for it to be able to cast this buff. And keep that buff as long as a enemy unit is in the radius? The end effect could then be to give ti self to that unit or something but then again how does it know what unit it should give ti self to?
A sample map with a unit like this would be great (i'm not to familiar with this yet but learning)
Edit: man i suck badly at this. I cant even get halfway. I tried to give it a behavior to that it scans the area and do the effect "kill" on all units in the area but i cant even get that to work :/ I cant even get the first behavior to work as it should with the timers. Why cant blizzard release a instruction manual for crap like this :) at least a wiki for all terms like unit types and stuff.
Ok i have gotten far with this and i think i know the way to go.
Each unit created is given by trigger a behavior that scans for towers in a small radius and apply a buff/behavior to that tower.
The behavior (periodic) try to add a buff with the validator that if no ally units are close then apply a behavior and a buff (check so that the tower is not guarded).
-The buff is a countdown and when reaching zero it should change the ownership of the tower to the one starting this sequence. (tower captured)
-The behavior is a periodic event that check so there is a enemy unit in range. If its not then it should cancel the buff mentioned above. (tower get defended)
I'm not 100% sure this is they way to do this.
I'm stuck however on the validator that check if there is enemy close or allys close. SO if sombody wanna help me with this then please go ahead with the map i provide.
@Sherlia: Go
Mabye its better to have the tower run a search event and check for nerby enemy units and if it finds then apply buff on it self IF no allys are close.
@Sherlia: Go
Tried somthing new that looks even better.
I apply a behavior to a tower to look for enemys and then apply the buff on the tower. On the disable validator i want to have a validator of the type Enumerate Area that look if there is close allies (if ally is close the seach for enemy units is dissabled) but i cant get ti to work :( Help me please!