Hello there. I'm working on an ability in which one would lay a trap which, when triggered, causes an enemy hero to appear outside of vision in the 3d game world as a radar blip a la from a sensor tower. I'm having difficulty figuring this one out . . .
when the trap is triggered you could put the sensor tower on the trap but make it so small you cant see and you cant select it, then hied the line of the radar limit
I wasnt really sure in the first place but try this. Only reveal unit (unit group hero killer) Then make a trigger ( and a variable called hero killer.) Saying Any unit dies actions get killing unit and put in unit group hero killer ( try and put a timer on this ) for like 5 seconds and it should work
ah i see ur point, i dont think u need the unit group any more.
EVent any unit dies
IF - triggering unit is hero or what ever type or just not an if at all.
Then create radar tower at position of unit death
then in the data editor you will need to get rid of the line thats the limit of the radar tower
and edit it either in data or trigger editor to only show killing unit for triggering player. I dont realy know what you want how many units you have etc and not sure if this all possible but this is what i would try and do ...
Alright I came up with a bit of a work-around. I created two hidden towers, one for each team, with enough range to cover the entire map and its range actor hidden. These radars only detects units who can have shields and, since the units I'm dealing with have no shields, I simply set the max shields of the unit who steps onto the trap to 1. They then are added to the radar of the trapper's team!
So if I understand correctly. Trap on the floor, Player steps on trap and you want a ping to happen on the mini-map at the location of the triggering unit.
TestEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(from[YOURTRAPEFFECTHERE] effects)
Local Variables
Position of Unit = No Point <Point>
Conditions
Actions
Variable - Set Position of Unit = (Position of (Triggering unit))
Ping - Ping the minimap at Position of Unit for (All players) over 2.0 seconds, using the color (100%, 0%, 0%)
you could go into more detail and actually create an action def but this should work too. Very basic but it should work easy breezy
So you want the Zerg ability Parasite from StarCraft but without the vision? Easy, although this is more data. Use the spider mine ability, but change the spider mine to not explode, for one, and then create a behavior that periodically runs a search for enemy units. When it finds one it will add a second behavior to the unit it found. Create an actor with the model as the blip. Create and event such that Behavior.On {Triggered a Trap} Create. Go to the hosting tab and change subject to _Selectable. This will attach the blip to any unit with the behavior. There should be an event in there already like ActorOrphan Destroy. If not, add that, or the blip will remain at the site of the unit's death. The problem with this is when the trap-triggering unit steps out of fog, the blip remains. I'll upload a map with this in a few minutes.
Beautiful, thank you so much. Now all I need is for you to fly out here and yell at me over my shoulder whenever I write a bad algorithm. Then I'll get good.
Okay I have the actor model set up to attach the blip to the unit with the behaviour applied by the mine. However, there are two things I'm looking for:
a) The blip is visible outside the fog of war. Right now it is only visible in vision. It would be good if the vision was of ONLY the blip, not the attached unit. [SOLVED]. Didn't notice the Actor - Fog Visibility field.
b) (This one is a bit more complicated, and is not absolutely necessary, but would be nice) The blip is only visible to enemies of the player whose unit it was applied to, not visible even to the applied player.
One more thing, I'm trying to make the actor purple and on the ground. I have the event ActorCreation to Set Z to 0 and SetTintColor to purple. However, the event doesn't seem to fire. What should I be using?
Sorry this is in the trigger forums, when it's clearly turned into a data problem!
Hello there. I'm working on an ability in which one would lay a trap which, when triggered, causes an enemy hero to appear outside of vision in the 3d game world as a radar blip a la from a sensor tower. I'm having difficulty figuring this one out . . .
Thanks!
VelRa
when the trap is triggered you could put the sensor tower on the trap but make it so small you cant see and you cant select it, then hied the line of the radar limit
@CrazyTwigman: Go
Would this not add the entire opposing team to the radar? I'm looking for it to affect just the triggering unit.
I wasnt really sure in the first place but try this. Only reveal unit (unit group hero killer) Then make a trigger ( and a variable called hero killer.) Saying Any unit dies actions get killing unit and put in unit group hero killer ( try and put a timer on this ) for like 5 seconds and it should work
@CrazyTwigman: Go
Your suggestion confuses me a bit. What does a hero killer timer and unit group have to do with the radar blip?
ah i see ur point, i dont think u need the unit group any more.
then in the data editor you will need to get rid of the line thats the limit of the radar tower and edit it either in data or trigger editor to only show killing unit for triggering player. I dont realy know what you want how many units you have etc and not sure if this all possible but this is what i would try and do ...
Crazy
Alright I came up with a bit of a work-around. I created two hidden towers, one for each team, with enough range to cover the entire map and its range actor hidden. These radars only detects units who can have shields and, since the units I'm dealing with have no shields, I simply set the max shields of the unit who steps onto the trap to 1. They then are added to the radar of the trapper's team!
It's not the most graceful method, but it works.
Cool so we sorta both worked it out, i hope i helped
@CrazyTwigman: Go
So if I understand correctly. Trap on the floor, Player steps on trap and you want a ping to happen on the mini-map at the location of the triggering unit.
you could go into more detail and actually create an action def but this should work too. Very basic but it should work easy breezy
@DarlD: Go
Nope it's not a ping. It's that the unit starts appearing on a radar ie from the sensor tower behaviour until it dies.
So you want the Zerg ability Parasite from StarCraft but without the vision? Easy, although this is more data. Use the spider mine ability, but change the spider mine to not explode, for one, and then create a behavior that periodically runs a search for enemy units. When it finds one it will add a second behavior to the unit it found. Create an actor with the model as the blip. Create and event such that Behavior.On {Triggered a Trap} Create. Go to the hosting tab and change subject to _Selectable. This will attach the blip to any unit with the behavior. There should be an event in there already like ActorOrphan Destroy. If not, add that, or the blip will remain at the site of the unit's death. The problem with this is when the trap-triggering unit steps out of fog, the blip remains. I'll upload a map with this in a few minutes.
Beautiful, thank you so much. Now all I need is for you to fly out here and yell at me over my shoulder whenever I write a bad algorithm. Then I'll get good.
Okay I have the actor model set up to attach the blip to the unit with the behaviour applied by the mine. However, there are two things I'm looking for:
a) The blip is visible outside the fog of war. Right now it is only visible in vision. It would be good if the vision was of ONLY the blip, not the attached unit. [SOLVED]. Didn't notice the Actor - Fog Visibility field.
b) (This one is a bit more complicated, and is not absolutely necessary, but would be nice) The blip is only visible to enemies of the player whose unit it was applied to, not visible even to the applied player.
One more thing, I'm trying to make the actor purple and on the ground. I have the event ActorCreation to Set Z to 0 and SetTintColor to purple. However, the event doesn't seem to fire. What should I be using?
Sorry this is in the trigger forums, when it's clearly turned into a data problem!