I have two events in my list here, those are:
Unit - Spire [40.00, 131.00] dies and
Timer - Elapsed time is 240.0 Game Time Seconds
The Actions are as following:
Ping - Ping the minimap (blablabla)....
Unit - Create 3 Brood Lord (blablabla)...
Unit - Order all units (blablabla)...
Ok, so when I start the map, wait 240 game time seconds, the units spawns.. But why is this happening? I want it to be like this:
First the spire must die, then after 240 game time seconds the units will spawn. How can I make this happen?
Events trigger the actions, when they happen, independent of any other events. For your event, it pings and creates broodlords when the spire dies AND when 240 seconds have passed. Think of it as 2 separate triggers, one with the first event, one with the second.
For your problem, you might want to use conditions, somewhat like this:
if Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend) don't work it means you probably refer to wrong unit.
for second problem
events
Unit - Nydus Worm (Canal) [64.50, 31.50] dies
Unit - Giantolisk [166.91, 168.52] dies
condiyions
And
Nydus Worm (Canal) [64.50, 31.50] = dead (or however you point it)
Edit: I posted a reply that was wrong I found out.. I suggested that the triggering unit was not technically dead yet, but a quick test showed that it was according to your condition and I was sorry. How have you setup the unit group?
Wow, Psyched, that is just what I need! :) Thanks.
But now I have another problem. You see, I want Kerrigan and Zeratul to fight against each other in the middle of the map, and I have managed to do so. The only problem is this:
Zeratul does only 1 HP per second of Kerrigans health, and she has 100 000HP. I have even set Zeratuls damage to 50 000, but with no luck. EDIT: I think I know why! Because Zeratuls weapon does its damage to everything else, but it says that Kerrigan cannot be killed with Conventional weapons. So what is a "non conventional" weapon?
Also, is it possible to create it like in the last mission of the campaign, the All In mission, there is this "Super Nova" which burns everything around it. I want it so when Kerrigan dies, she activates a "Super Nova" which will kill Zeratul. Is that possible?
... I know I'am asking a lot, but.. I have only used this editor for.. 4 days? ... :)
EDIT 2:
The Mothership situation:
- General - Repeat (Actions) forever
Actions
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route1 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route2 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route3 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route4 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route5 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 6 (Blend)
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend)
It just says "Execution took to long". Aaand, yes, it is the correct unit I want to move.
You need to change the Units 'FLAGS' and the Weapon Damage Effect Amount.
Also, with that Mothership. It is telling it to move instantly everywhere at the same time.. The way you have it will not work unless you put a 'Wait 1.00 Seconds' Action between each movement.
Also, yes it is quite simple, that Spell should be available to the Hero Unit, basically its:
The Mothership does still not move, the "Execution took too long" error is still there :/
If I remove the action "Repeat", then the Mothership will move to Route 7, but only that route..
Which "Flags" should I change, and where can I find the Weapon Damage Effect Amount?
And I can't find the Super Nova ability nor the Life event :P
Edit: I managed to find the "Super Nova", but it was actually called "Energy Nova".
Events:
Unit - Kerrigan (Char) [6.90, 164.28] uses TValerian03 - Artifact - TValerian03 - Artifact - Energy Nova at Generic1 - Any stage (Ignore shared abilities)
If you remove the repeat actions (Which is the best idea) you need to put the wait timer in there, because its running all of em at the same time, and the last one to go is Route 7. so it will do them all, but there is nothing past route 7.
I can't see what is wrong with this one, because when the unit enters "Route 1", it should move to "Route 2", and when it enters "Route 2", it should move to "Route 3", and so on. Instead it is going from "Route 1" to "Route 2" and back to "Route 1" and it stays there throughout the game. Weird..
Sorry if I'am asking too much. I feel like I do, and I do not like it, but everyone who is new at stuff gotta learn it from somewhere.. :)
And of course, all of you will be mentioned in my map when it is done ;)
My theory is: because it's a unit-order it can't compute directly the desired unit-order, it needs some time (wait) inbetween the orders, otherwise it will just take the first-order, which in your case is "Route 1".
BUT: It's not the ideal solution to just add wait. What you really should do is split all Events and Actions into several Triggers, so they don't bother each other.
Trigger 1:
Event: Unit Enters Region X
Action Order Unit to move to Region Y
Trigger 2:
Event: Unit Enters Region Y
Action Order Unit to move to Region Z
and so on. If you have a look at Blizzard maps they rarely have huge triggers, they split them into several triggers (for performance and other reasons). The best example are the cinematics you can find on all maps. Blizzard uses Queues.
Ok, that worked perfectly! :) But when the Mothership has gone through all the routes it stops at the first route, so how can I do it so it will repeat?
This is the first and the last route just to show you what I did. I need something which will restart the trigger "Mothership Route 1", when the Mothership enters Route 8.
Do you have any ideas?
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Hello,
I have two events in my list here, those are: Unit - Spire [40.00, 131.00] dies and Timer - Elapsed time is 240.0 Game Time Seconds
The Actions are as following:
Ping - Ping the minimap (blablabla).... Unit - Create 3 Brood Lord (blablabla)... Unit - Order all units (blablabla)...
Ok, so when I start the map, wait 240 game time seconds, the units spawns.. But why is this happening? I want it to be like this: First the spire must die, then after 240 game time seconds the units will spawn. How can I make this happen?
Thanks for helping :)
EDIT: Check Post 10 for another question :)
Events trigger the actions, when they happen, independent of any other events. For your event, it pings and creates broodlords when the spire dies AND when 240 seconds have passed. Think of it as 2 separate triggers, one with the first event, one with the second.
For your problem, you might want to use conditions, somewhat like this:
This would spawn broodlords 3 minutes in the game, when the spire has been killed before.
If you just want to wait 3 minutes, after the spire died, remove the time event and add a Wait action to the actions
the events are not lined up, the trigger fires whenever one of the events is true.
remove the timer event, add a wait 240 at the end of the spire dies trigger and do the 240 sec action after that
Wow, thanks guys. It worked :)
But while we are still here, maybe you can solve another problem for me? (So I don't have to create a new thread) (a)
This problem happened yesterday: I want this Mothership to move to certain points at the map.
These are the triggers I have tried:
Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend)
Unit - Order Infested Mothership [20.50, 174.00] to ( Attack targeting Mothership Route3) (Replace Existing Orders)
Unit - Order Infested Mothership [20.50, 174.00] to ( Move targeting Mothership Route3) (Replace Existing Orders)
The Mothership is invulnerable, but I don't see that as a reason for it to not move.
--------------------------Problem 2!!:
Huh.. I have two events here, and I want both of them to be done before the actions are happening:
Unit - Nydus Worm (Canal) [64.50, 31.50] dies Unit - Giantolisk [166.91, 168.52] dies
But as you previously said, "those events arent lined up". How do I line them up?
if Unit - Move Infested Mothership [20.50, 174.00] instantly to Mothership Route 7 (Blend) don't work it means you probably refer to wrong unit. for second problem
Nerfpl: I did not manage that to work, I did it like this:
Created a unit group with Nydus Worm and Giantolisk in
So it is now looking like this:
Unit - Nydus Worm (Canal) [64.50, 31.50] dies
Unit - Giantolisk [166.91, 168.52] dies
Local Variables
Conditions
And
Conditions
(All units in Unit Group are dead) == true
@AdrianXtra: Go
Edit: I posted a reply that was wrong I found out.. I suggested that the triggering unit was not technically dead yet, but a quick test showed that it was according to your condition and I was sorry. How have you setup the unit group?
@HuggetSukker: Go
Like this:
Units in Unit Group 001 owned by player 5, with at most Any amount. (And in the unit group there is the Nydus Worm and Giantolisk)
Edit: Actually, it worked now, thanks :)
Or you could do it with Variables. Booleans to be precise.
This allows you to add more Unit Death Actions , just by adding a Variable and a Check condition.
Wow, Psyched, that is just what I need! :) Thanks.
But now I have another problem. You see, I want Kerrigan and Zeratul to fight against each other in the middle of the map, and I have managed to do so. The only problem is this:
Zeratul does only 1 HP per second of Kerrigans health, and she has 100 000HP. I have even set Zeratuls damage to 50 000, but with no luck. EDIT: I think I know why! Because Zeratuls weapon does its damage to everything else, but it says that Kerrigan cannot be killed with Conventional weapons. So what is a "non conventional" weapon?
Also, is it possible to create it like in the last mission of the campaign, the All In mission, there is this "Super Nova" which burns everything around it. I want it so when Kerrigan dies, she activates a "Super Nova" which will kill Zeratul. Is that possible?
... I know I'am asking a lot, but.. I have only used this editor for.. 4 days? ... :)
EDIT 2:
The Mothership situation:
- General - Repeat (Actions) forever Actions
It just says "Execution took to long". Aaand, yes, it is the correct unit I want to move.
You need to change the Units 'FLAGS' and the Weapon Damage Effect Amount.
Also, with that Mothership. It is telling it to move instantly everywhere at the same time.. The way you have it will not work unless you put a 'Wait 1.00 Seconds' Action between each movement.
Also, yes it is quite simple, that Spell should be available to the Hero Unit, basically its:
I'm not 100% sure, i dont work with abilties.
@Pshyched: Go
The Mothership does still not move, the "Execution took too long" error is still there :/ If I remove the action "Repeat", then the Mothership will move to Route 7, but only that route..
Which "Flags" should I change, and where can I find the Weapon Damage Effect Amount?
And I can't find the Super Nova ability nor the Life event :P
Edit: I managed to find the "Super Nova", but it was actually called "Energy Nova".
Events:
Unit - Kerrigan (Char) [6.90, 164.28] uses TValerian03 - Artifact - TValerian03 - Artifact - Energy Nova at Generic1 - Any stage (Ignore shared abilities)
How do I make her use it near Zeratul?
If you remove the repeat actions (Which is the best idea) you need to put the wait timer in there, because its running all of em at the same time, and the last one to go is Route 7. so it will do them all, but there is nothing past route 7.
Its easier to make a trigger like this
@Pshyched: Go
Ok, I made it like this, but now the Mothership will only move from region 1 to 2 and start over again..
Remove Map Initialization.
@Pshyched: Go I removed it, but still:
The Mothership is moving from Route 1 to Route 2, then back to Route 1 and it stops..
... Edit: Can't get this to work, but this should be rather simple, so I have no idea what's going on..
I can't see what is wrong with this one, because when the unit enters "Route 1", it should move to "Route 2", and when it enters "Route 2", it should move to "Route 3", and so on. Instead it is going from "Route 1" to "Route 2" and back to "Route 1" and it stays there throughout the game. Weird..
Sorry if I'am asking too much. I feel like I do, and I do not like it, but everyone who is new at stuff gotta learn it from somewhere.. :) And of course, all of you will be mentioned in my map when it is done ;)
My theory is: because it's a unit-order it can't compute directly the desired unit-order, it needs some time (wait) inbetween the orders, otherwise it will just take the first-order, which in your case is "Route 1".
BUT: It's not the ideal solution to just add wait. What you really should do is split all Events and Actions into several Triggers, so they don't bother each other.
Trigger 1:
Event: Unit Enters Region X
Action Order Unit to move to Region Y
Trigger 2:
Event: Unit Enters Region Y
Action Order Unit to move to Region Z
and so on. If you have a look at Blizzard maps they rarely have huge triggers, they split them into several triggers (for performance and other reasons). The best example are the cinematics you can find on all maps. Blizzard uses Queues.
@Pshyched: Go
side note: its better to use Switch function :p or loop with regions and routes in array :)
Ok, that worked perfectly! :) But when the Mothership has gone through all the routes it stops at the first route, so how can I do it so it will repeat?
This is the first and the last route just to show you what I did. I need something which will restart the trigger "Mothership Route 1", when the Mothership enters Route 8.
Do you have any ideas?