Yeah for the most part the income system is working good. Working on some other triggers now, if i have issues which I promise I will, I will post here. :)
Maybe it's smarter of me to post this whil I work on it, i have a bad habit of going in the wrong direction for long periods of time before figuring something out.
This is basically a simply spawning trigger. When player on team enters reigon, subtract # minerals from them and spawn the unit at reigon for player.
The first half of the trigger works great. The second half will spawn the unit for the enemy team if the triggering player does not have enough resources. I think there is a better way of setting this up than what I have.
Lol no. Thats just what I came up with. I want it to spawn for the player if they have enough. If they don't have enough i don't want it to spawn. But if the triggering unit remains in the reigon I want the trigger to keep fireing.
Hey deathtorn, The last time you made a trigger for me it was perfect so i came here first. I need a trigger to tie into an aura, You can leave the aura spot blank and i will fill it in but here is the trigger part. The trigger needs to start once a target enters the aura field and count how long the target has been in tthe field, and show a small box for all players to see(the target should be like a player so if the player puts another unit in the aura field time does not start over). and once this trigger timer reaches... say 5min, it activates another trigger. This trigger needs to bring up a window that allows you to choose between 3 things (protoss turret, Zerg turret and terran turret). At 6min it needs to open a doorway. then at 7min, it needs to bring up another box with the option to pick between 3 more things: a protoss hero unit, zerg hero or terran hero. Lastly at 8min, it needs to activate another aura. That is a LOT so if your not up to it i understand. if you need the map i can send it in a PM, and if that didnt make any sense just PM me
Hey, this will be a HUGE challenge. From looking at SCU, I thought it was amazing the way the item system worked (this link: ) I saw this thread and was wondering if you could do something similar. I don't have any sort of dialog system set up at the moment, but I think I could trigger one myself. He somehow has it set up so you can make an item with a tooltip, a buff, a model etc with 1 line of code. Any ideas?
@Sherlia: Go
Here is a map with all the data made except the last part where i need your help.
Right now it has a "kill" effect triggering just test the data so it works as it should. But i don't want the building to die, i want it to change owner to any owner of a close enemy unit.
(btw chase away the svc to trigger the event, the scv is preventing it from being captured)
Hi, I'm creating my first UMS and hit a problem that I'm not sure how to solve.
I have placed a number of neutral units around the map and I would like the players to be able to hire those units if they are in close proximity and they have the appropriate resources.
I think the necessary triggers might look like: Events: Any unit in (proximity = 1) to Neutral unit (at coordinates = #), Conditions: Owner of Triggering Unit = Player 1, Actions -> (Give player one the option to hire that unit - [optional: greyed out if they don't have the resources])
If the player chooses to hire the unit that would fire another trigger that would remove the resources from the player and change control of sad unit to the hiring player.
Is such a thing possible, if not how could I create a similar effect?
@GePanda: Go
Take a look at , and if you still cannot figure it out, send me a PM.
@shadov3x: Go
Did you figure everything out?
Yeah for the most part the income system is working good. Working on some other triggers now, if i have issues which I promise I will, I will post here. :)
Maybe it's smarter of me to post this whil I work on it, i have a bad habit of going in the wrong direction for long periods of time before figuring something out.
This is basically a simply spawning trigger. When player on team enters reigon, subtract # minerals from them and spawn the unit at reigon for player.
The first half of the trigger works great. The second half will spawn the unit for the enemy team if the triggering player does not have enough resources. I think there is a better way of setting this up than what I have.
@shadov3x: Go
So you want it to spawn for the opposite team, if the triggering player does not have enough?
@deathtorn: Go
Lol no. Thats just what I came up with. I want it to spawn for the player if they have enough. If they don't have enough i don't want it to spawn. But if the triggering unit remains in the reigon I want the trigger to keep fireing.
@shadov3x: Go
Here.
My trigger is good, it's just i need to add something to make it:
if player is on team1 spawn unit here
or
if player on team 2 spawn unit here
Just tryingt o do it all in 1 trigger.
If the owner of the triggering unit is in the player group
Create unit at point facing angle
Hi again.
A building that changes owner depending on what unit guarding it, kinda lika xel'naga tower.
@Sherlia: Go
Do you want it to chose the closest unit, or whoever has the most amount of units in the region?
@deathtorn: Go
Hey deathtorn, The last time you made a trigger for me it was perfect so i came here first. I need a trigger to tie into an aura, You can leave the aura spot blank and i will fill it in but here is the trigger part. The trigger needs to start once a target enters the aura field and count how long the target has been in tthe field, and show a small box for all players to see(the target should be like a player so if the player puts another unit in the aura field time does not start over). and once this trigger timer reaches... say 5min, it activates another trigger. This trigger needs to bring up a window that allows you to choose between 3 things (protoss turret, Zerg turret and terran turret). At 6min it needs to open a doorway. then at 7min, it needs to bring up another box with the option to pick between 3 more things: a protoss hero unit, zerg hero or terran hero. Lastly at 8min, it needs to activate another aura. That is a LOT so if your not up to it i understand. if you need the map i can send it in a PM, and if that didnt make any sense just PM me
@Conradjd: Go
Send me the map please.
@deathtorn: Go
Hey, this will be a HUGE challenge. From looking at SCU, I thought it was amazing the way the item system worked (this link: ) I saw this thread and was wondering if you could do something similar. I don't have any sort of dialog system set up at the moment, but I think I could trigger one myself. He somehow has it set up so you can make an item with a tooltip, a buff, a model etc with 1 line of code. Any ideas?
@thePanthurr: Go
That's an action definition, and I could do that, but It's a large time investment.
@deathtorn: Go
I want the owner to change if
- the owner or friendly units is not in a radius of 2
- The triggering unit is an enemy
@Sherlia: Go Here is a map with all the data made except the last part where i need your help.
Right now it has a "kill" effect triggering just test the data so it works as it should. But i don't want the building to die, i want it to change owner to any owner of a close enemy unit.
(btw chase away the svc to trigger the event, the scv is preventing it from being captured)
Hi, I'm creating my first UMS and hit a problem that I'm not sure how to solve.
I have placed a number of neutral units around the map and I would like the players to be able to hire those units if they are in close proximity and they have the appropriate resources.
I think the necessary triggers might look like: Events: Any unit in (proximity = 1) to Neutral unit (at coordinates = #), Conditions: Owner of Triggering Unit = Player 1, Actions -> (Give player one the option to hire that unit - [optional: greyed out if they don't have the resources])
If the player chooses to hire the unit that would fire another trigger that would remove the resources from the player and change control of sad unit to the hiring player.
Is such a thing possible, if not how could I create a similar effect?
@Sherlia: Go
I'll have to do that sometime tomorrow, sorry for the wait.
@eScapegoat100: Go
Yes, this is possible with dialogs.
@eScapegoat100:
If you need it for each individual unit, and you cannot figure it out with what's given, I'll set it up for you.
@Sherlia:
This should work.