I realize this has to do with Triggers, but I'm having a bit of difficulty with what to use. The idea is that the Lurkers, Hydralisks, and Hunter Killers need to be Upgraded, but creating an Evolution Chamber for each player just seemed a bit awkward. So I figured, "What if I give the Player a button to click on when they highlight the Lurker, Hyrdralisk, or Hunter Killer". The problem I'm facing is that this button needs to be hidden until an Omegalisk is killed. After this point, the button becomes visible. I don't need a custom-made button, I just need to transfer the Upgrade Button from the Evolution Chamber over to the Hydralisks, Lurkers, and Hunter Killers and keep it hidden until a certain player kills an Omegalisk... At which point it becomes visible to all players.
I have two Triggers, one to hide an Ability, the other to show it. The Trigger to Hide the ability takes action at the start of the Game. The ability to show it kills the Trigger to hide it, but I'm having trouble getting the Trigger to run properly:
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
This:
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
Needs to tell the Trigger to Show the Ability for all Hydralisks, Lurkers, and Hunter Killers currently in the playable map area... I can't seem to get that right though.
I got it to Hide, now I'm just trying to get it to Show when a specific unit is killed.
Basically I need to find out how to change it from what it says above to say Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for all Lurkers in Playable Map Area.
I have trouble understanding what you're writing, but I think the issue come from here :
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
Why don't you put all your heroes in a group at map initialization (or when the hydralisks are created) so that you can use it in this trigger ?
It's not like that, the player starts with two Lurkers and he's able to upgrade them to Hydralisks (which can be upgraded to Hunter Killers) or purchase additional Lurkers when he has the resources to do so... And resources are collected when he kills units. When an Omegalisk is killed in the Map, I need to issue a statement which creates the action to show a certain ability for all units in the Playable Map Area. This ability has a Trigger which initiates at the start of the Map to hide it. I need to be able to show it for all existing Lurkers, Hydralisks, and Hunter Killers when the Omegalisk is defeated.
But Blizzard needs to make it needlessly complicating -_-
How about using a Upgrade, that enables the Ability? And then add a requirement to the Ability that the Upgrade must be researched.
Reasearching a Upgrade can be done by triggers.
1) Make a behaviour named 'Omegalisk Dead' or something. Do not give it an effect. 2) Make a new requirement with show as 'Behaviour 'Omegalisk Dead' is allowed' 3) In trigger editor, make a trigger that disallows the behaviour 'Omegalisk Dead' at the start of the game 4) Make another trigger that runs when the omegalisk dies that then allows the behaviour.
That sounds like I'm doing something completely beyond what I'm trying to make happen... I just need the "Show/Hide Ability for Unit" trigger to be able to identify more than one single unit... I need it to identify multiple units on the Map which aren't already placed at the Map Initialization.
I need it to identify multiple units on the Map which aren't already placed at the Map Initialization.
Shall a Unit, wich spawns after the Kill also benefit from the kill?
Example.:
Ultalisk dies (all units on Map get the Ability)
Then spawns a new Unit.
Shall it have the Abil, too?
If yes, then you have to use the Methods mentioned by wOlfLisK and me or have to Create a trigger wich adds the Ability to every Unit that spawns after the Kill.
Otherwise use a trigger that picks each Unit in Playable Map and show the Ability for it.
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to (Entire map))
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
A little more specific on the Actions I'm using and it's still not giving the existing units their ability back. I can get it to hide, but I can't get it to show again.
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
Trigger - Stop all instances of Hide Upgrade Ability (Hunter Killer)
Trigger - Stop all instances of Hide Upgrade Ability (Hydralisk)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
Unit Group - Pick each unit in (Hydralisk units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
Unit Group - Pick each unit in (Hunter Killer units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
Triggering Unit is the ultralist, wich is dying. Picked Unit is the unit you want here... ;-)
But with your code, only the Units wich are on the Map at the Moment of the Kill can be upgraded (because only for those the Ability is set visible). Is this what you want?
Gah, it's absolutely right. Existing units will attain the ability but new units spawned won't have it. So what do I need to add to the Trigger to give new units spawned the ability?
One possibility is to create a trigger that fires every time a unit is spawned and enables the Ability for this unit. (Nothing I would do ;) )
The other is to create a Upgrade or Behavior wich enables the Ability (via a Validator).
This would effect that the Ability is always visible but only useable if you have researched the Upgrade/enabled the Behaviour (like e.g. the Cloak ability of the Banshee).
You wont need the Hide Trigger and research can then be done by the "Unit dies" Trigger.
Maybe there are other Ways. But I don't know them... :)
I realize this has to do with Triggers, but I'm having a bit of difficulty with what to use. The idea is that the Lurkers, Hydralisks, and Hunter Killers need to be Upgraded, but creating an Evolution Chamber for each player just seemed a bit awkward. So I figured, "What if I give the Player a button to click on when they highlight the Lurker, Hyrdralisk, or Hunter Killer". The problem I'm facing is that this button needs to be hidden until an Omegalisk is killed. After this point, the button becomes visible. I don't need a custom-made button, I just need to transfer the Upgrade Button from the Evolution Chamber over to the Hydralisks, Lurkers, and Hunter Killers and keep it hidden until a certain player kills an Omegalisk... At which point it becomes visible to all players.
Hmm. I'm making some progress it looks like:
I have two Triggers, one to hide an Ability, the other to show it. The Trigger to Hide the ability takes action at the start of the Game. The ability to show it kills the Trigger to hide it, but I'm having trouble getting the Trigger to run properly:
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
This:
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to Region)
Needs to tell the Trigger to Show the Ability for all Hydralisks, Lurkers, and Hunter Killers currently in the playable map area... I can't seem to get that right though.
I got it to Hide, now I'm just trying to get it to Show when a specific unit is killed.
Basically I need to find out how to change it from what it says above to say Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for all Lurkers in Playable Map Area.
Anyone..?
If your looking for a trigger event for a unit death, i think its Unit Dies (and set the unit to the uberlisk). Then in your trigger, show the button.
@Yaos01:
It's not like that, the player starts with two Lurkers and he's able to upgrade them to Hydralisks (which can be upgraded to Hunter Killers) or purchase additional Lurkers when he has the resources to do so... And resources are collected when he kills units. When an Omegalisk is killed in the Map, I need to issue a statement which creates the action to show a certain ability for all units in the Playable Map Area. This ability has a Trigger which initiates at the start of the Map to hide it. I need to be able to show it for all existing Lurkers, Hydralisks, and Hunter Killers when the Omegalisk is defeated.
But Blizzard needs to make it needlessly complicating -_-
@Mesden: Go
How about using a Upgrade, that enables the Ability? And then add a requirement to the Ability that the Upgrade must be researched.
Reasearching a Upgrade can be done by triggers.
@Mesden: Go
1) Make a behaviour named 'Omegalisk Dead' or something. Do not give it an effect.
2) Make a new requirement with show as 'Behaviour 'Omegalisk Dead' is allowed'
3) In trigger editor, make a trigger that disallows the behaviour 'Omegalisk Dead' at the start of the game
4) Make another trigger that runs when the omegalisk dies that then allows the behaviour.
@wOlfLisK:
That sounds like I'm doing something completely beyond what I'm trying to make happen... I just need the "Show/Hide Ability for Unit" trigger to be able to identify more than one single unit... I need it to identify multiple units on the Map which aren't already placed at the Map Initialization.
Shall a Unit, wich spawns after the Kill also benefit from the kill?
Example.:
Ultalisk dies (all units on Map get the Ability)
Then spawns a new Unit.
Shall it have the Abil, too?
If yes, then you have to use the Methods mentioned by wOlfLisK and me or have to Create a trigger wich adds the Ability to every Unit that spawns after the Kill.
Otherwise use a trigger that picks each Unit in Playable Map and show the Ability for it.
@Thenarden:
Hmm. What's wrong with this picture...?
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Unit attached to (Entire map))
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
A little more specific on the Actions I'm using and it's still not giving the existing units their ability back. I can get it to hide, but I can't get it to show again.
Show Upgrade Ability
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Omegalisk
Actions
Trigger - Stop all instances of Hide Upgrade Ability (Lurker)
Trigger - Stop all instances of Hide Upgrade Ability (Hunter Killer)
Trigger - Stop all instances of Hide Upgrade Ability (Hydralisk)
UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
Unit Group - Pick each unit in (Lurker units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
Unit Group - Pick each unit in (Hydralisk units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
Unit Group - Pick each unit in (Hunter Killer units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
General - Wait 5.0 Game Time seconds
UI - Clear Directive Messages for (All players)
To your Problem:
Triggering Unit is the ultralist, wich is dying.
Picked Unit is the unit you want here... ;-)
But with your code, only the Units wich are on the Map at the Moment of the Kill can be upgraded (because only for those the Ability is set visible). Is this what you want?
Cheers Then
@Thenarden:
One small step at a time.
@Mesden: Go
:-)
Doas it work now?
Gah, it's absolutely right. Existing units will attain the ability but new units spawned won't have it. So what do I need to add to the Trigger to give new units spawned the ability?
@Mesden: Go
That will be a bit complicating...
One possibility is to create a trigger that fires every time a unit is spawned and enables the Ability for this unit. (Nothing I would do ;) )
The other is to create a Upgrade or Behavior wich enables the Ability (via a Validator).
This would effect that the Ability is always visible but only useable if you have researched the Upgrade/enabled the Behaviour (like e.g. the Cloak ability of the Banshee).
You wont need the Hide Trigger and research can then be done by the "Unit dies" Trigger.
Maybe there are other Ways. But I don't know them... :)
Cheers Then
@Thenarden:
Can you talk me through doing Step 2?
Phuu, ok.
You want to enable a research Ability, right?