Hi. I have problem with adding slowing debuf too units that cross water.
The problem is that i made water dynamic in my map. River is randomly flooding whole map and can cover from about 70% of map to 5%.
I tried to make it like this:
Event: Any unit enters region entire map
Condition: Comparsion
(Ground height at (Position of triggering unit))<=Water level (water level is variable that stores current height of water)
Actions: Add 1 Marauder - Slow to (triggering unit) from player 0
It didn't work becouse of that event. I tried to find better one like "Any unit stay on region entire map"
but didn't find that. I also tried adding behavior to water in data modules but couldn't find anythink usefull too.
Does anyone know how to fix that?
And sorry if i made any grammar mistakes. English is not my native language and i'm still learning.
Hi. I have problem with adding slowing debuf too units that cross water. The problem is that i made water dynamic in my map. River is randomly flooding whole map and can cover from about 70% of map to 5%. I tried to make it like this:
Event: Any unit enters region entire map Condition: Comparsion (Ground height at (Position of triggering unit))<=Water level (water level is variable that stores current height of water) Actions: Add 1 Marauder - Slow to (triggering unit) from player 0
It didn't work becouse of that event. I tried to find better one like "Any unit stay on region entire map" but didn't find that. I also tried adding behavior to water in data modules but couldn't find anythink usefull too. Does anyone know how to fix that? And sorry if i made any grammar mistakes. English is not my native language and i'm still learning.
That should work if you have the event as periodic.
I used Event:" Any unit enters region ".
Units gets debufed when they enter region, but they are losing it after few seconds and debuf isn't renewed probably becouse they are already inside region.
How can i change that event? :P
Well i'm closer how to do it. While i create Group of units using that " For each unit in unit group", can i use filer like "height of unit<= variable"?
Hi. I have problem with adding slowing debuf too units that cross water. The problem is that i made water dynamic in my map. River is randomly flooding whole map and can cover from about 70% of map to 5%. I tried to make it like this:
Event: Any unit enters region entire map Condition: Comparsion (Ground height at (Position of triggering unit))<=Water level (water level is variable that stores current height of water) Actions: Add 1 Marauder - Slow to (triggering unit) from player 0
It didn't work becouse of that event. I tried to find better one like "Any unit stay on region entire map" but didn't find that. I also tried adding behavior to water in data modules but couldn't find anythink usefull too. Does anyone know how to fix that? And sorry if i made any grammar mistakes. English is not my native language and i'm still learning.
How is the river level changing? You could add a trigger type object in there for:
When river changes: For each unit in region: Add slow to unit. The river level changing might need to manually trigger the slowing trigger.
Or: you could do it for Every 5 seconds of game time: For each unit in region: Add 5 seconds of slow to unit.
i guess it will solve my problem, thx.
But where can i find that "For each unit in region"? I checked Actions, conditions and events and coun't find it.
Only found something like "For each unit in unit group"
That's what you need to use. For each unit in unit group (Units in region xyz). :)
That should work if you have the event as periodic.
Thx but i still have problem :3
I used Event:" Any unit enters region ". Units gets debufed when they enter region, but they are losing it after few seconds and debuf isn't renewed probably becouse they are already inside region. How can i change that event? :P
Well i'm closer how to do it. While i create Group of units using that " For each unit in unit group", can i use filer like "height of unit<= variable"?
Finaly did it. Thx for all ppl who helped me with this.
@blackdennis: Go Could you share how you managed to make it work? It could be interesting for whoever wants to do the same in his own map...
@ZealNaga: Go kinnda late, but here you are