I'm trying to warp in a units using triggers but I can't seem to figure out how it works. Probably really simple but I can't find out how.
So anyone can help me out on this?
Warping units (the same way as in melee) requires the same building and upgrades as in melee:
-a pylon or a warp prism (or at least anything providing a warp field where you will warp the units in)
-the upgrade for being able to warp units must be researched
-you must have the ressources required for the units to warp in
solution to #1: either create a unit through triggers (Unit - Create unit) or place them directly on your map, to add a warp field where your units can warp in
solution to #2: add an action in one of your triggers so that the research "Warp gate" is researched. It can be either "Tech Tree - Add Upgrade Level for Player" (works instantly) or "Unit - Issue Order to Unit" (ordering a gateway to actually research the "warp gate" upgrade, which obviously takes time)
solution to #3: add action(s) in one of your triggers ("Player - Set Property") that gives the right amount of ressources to the player owning the warped units
Or create an invisible super warp gate and order it to warp anything you want
Yea, this is the simplest solution. For those who dont know the super warp gate, you need the campaign dependency turned on, and its a unit you just place which can warp ALL protoss anywhere on the map (and i think its invisible and cant be selected by the player either, altough im not sure of that... you might have to place it in an area of the map where the player cant see it, OR just place it for another player and use triggers to change the owner of the warped in units) ignoring all requirements (can warp hero protoss units as well like Urun, Mohandar and Selendis)
You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.
why not spawn the warp effects and spawn units with triggers.... makes alot more sense then making a needless unit on the map. Unless you want them to actually build the unit at a building.... You can set the units supply requirements in the unit data.
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You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.
Dont forget to power it with the invisible pylon! (I'm serious, it's there too)
why not spawn the warp effects and spawn units with triggers...
When adding a warp effect on a unit (assuming it's done using triggers), you also need to kill the effect in the end or it will stay attached to the unit. The visual effect will be gone (it will look like the effect is finished), but the actor that actually sticks to the unit is still there until you ask to remove it. I'd rather let the game core manage the warp effects on its own rather than trying to fake them manually. Plus, if you make a mistake in the triggers/data it will be even worse. These invisible units are obviously not "that" pointless since official maps from the campaign use them. If Blizzard took time to create them and put them on their maps, it mustn't be so anecdotal... Either it improves CPU/GPU stress performance, or it saved them time when having to create the 30 campaign maps. It would be a mistake not to use them.
why not spawn the warp effects and spawn units with triggers...
When adding a warp effect on a unit (assuming it's done using triggers),
you also need to kill the effect in the end or it will stay attached to
the unit. The visual effect will be gone (it will look like the effect
is finished), but the actor that actually sticks to the unit is still
there until you ask to remove it. I'd rather let the game core manage
the warp effects on its own rather than trying to fake them manually.
Plus, if you make a mistake in the triggers/data it will be even worse.
These invisible units are obviously not "that" pointless since official
maps from the campaign use them. If Blizzard took time to create them
and put them on their maps, it mustn't be so anecdotal... Either it
improves CPU/GPU stress performance, or it saved them time when having
to create the 30 campaign maps. It would be a mistake not to use them.
You can spawn the warp animation by its self and when it plays out it destroys its self.
Then you create the unit.
i dont know what you mean about playing the "war" "effect" on a unit....... if your talking about gateway warp.... all it does it spawn the unit directly at the rally point or what ever. the warp is just an animation.
Rollback Post to RevisionRollBack
Skype
KageNinpo = SN
My Libraries
DialogLeaderboard & TeamSort
My Projects
SPACEWAR Tribute
Infinite TD
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Hey,
I'm trying to warp in a units using triggers but I can't seem to figure out how it works. Probably really simple but I can't find out how. So anyone can help me out on this?
Thanks!
by "warp in" what do you mean
you can simply create units at a point with an "action"
if you want some kinda warp animation you can
Warping units (the same way as in melee) requires the same building and upgrades as in melee:
-a pylon or a warp prism (or at least anything providing a warp field where you will warp the units in)
-the upgrade for being able to warp units must be researched
-you must have the ressources required for the units to warp in
solution to #1: either create a unit through triggers (Unit - Create unit) or place them directly on your map, to add a warp field where your units can warp in
solution to #2: add an action in one of your triggers so that the research "Warp gate" is researched. It can be either "Tech Tree - Add Upgrade Level for Player" (works instantly) or "Unit - Issue Order to Unit" (ordering a gateway to actually research the "warp gate" upgrade, which obviously takes time)
solution to #3: add action(s) in one of your triggers ("Player - Set Property") that gives the right amount of ressources to the player owning the warped units
Or create an invisible super warp gate and order it to warp anything you want
Yea, this is the simplest solution. For those who dont know the super warp gate, you need the campaign dependency turned on, and its a unit you just place which can warp ALL protoss anywhere on the map (and i think its invisible and cant be selected by the player either, altough im not sure of that... you might have to place it in an area of the map where the player cant see it, OR just place it for another player and use triggers to change the owner of the warped in units) ignoring all requirements (can warp hero protoss units as well like Urun, Mohandar and Selendis)
I will try the invisible super warp gate:P thanks!
@TheAlmaity: Go
You made my day... I knew about a zerg unit that provides virtually infinite supply for zerg units (something like 10000... *cough* did someone say "it's over 9000"? *cough*), but I didn't know there was something like a super warp gate. This is sooooo useful.
why not spawn the warp effects and spawn units with triggers.... makes alot more sense then making a needless unit on the map. Unless you want them to actually build the unit at a building.... You can set the units supply requirements in the unit data.
Dont forget to power it with the invisible pylon! (I'm serious, it's there too)
When adding a warp effect on a unit (assuming it's done using triggers), you also need to kill the effect in the end or it will stay attached to the unit. The visual effect will be gone (it will look like the effect is finished), but the actor that actually sticks to the unit is still there until you ask to remove it. I'd rather let the game core manage the warp effects on its own rather than trying to fake them manually. Plus, if you make a mistake in the triggers/data it will be even worse. These invisible units are obviously not "that" pointless since official maps from the campaign use them. If Blizzard took time to create them and put them on their maps, it mustn't be so anecdotal... Either it improves CPU/GPU stress performance, or it saved them time when having to create the 30 campaign maps. It would be a mistake not to use them.
i dont know what you mean about playing the "war" "effect" on a unit....... if your talking about gateway warp.... all it does it spawn the unit directly at the rally point or what ever. the warp is just an animation.