Thank you for the quick response, an i know your busy with other maps, but that's not exactly what im looking for, but is in the right ball park. i want to make it so players can choose which team they want to be on by gather at a certain point. and when a button is clicked by all players in that area, it'll then wait for all players in the other teams area to check if they have the same number, then seperate them into 2 different teams and move them to the fighting arena. any chance you might be able to help me make something like that? i'd send u the map but im using custom mods that are attached to it that are tied to my account.
Yep, I'll set something up here in a moment. Is this assuming everyone only has one unit?
yessir, every person has only 1 hero unit. and their death is determined by the presense of a behavior (any behavior will do for now) not a "unit dies" event.
You need a way to check if a tower is contested for xel naga towers map, i think an aura type ability added to the xel naga tower might make it easier, if you could make the aura have a maximum target of 1 and then check with triggers what unit has the behavior. However you could not simply port the triggers to any melee map you would need to add the aura too.
Thought I could do the tracelines but I'm just lost in the tutorials. Could you create a traceline that works from rts view and possibly put a lot of notes in so I can learn from it?
Thanks man! Though I'm having some trouble figuring out how to set the custom variable to "Nexus" specifically so I can use this custom variable in triggers to determine if it ever goes idle or has too much Energy according to a value I set. All I get are "No Unit", "Any Unit" and "Any Item", none of which let me actually set the Nexus unit specifically.
And speaking of which, I've tried to create triggers that monitor the Energy of a Nexus and for the life of me, I'm struggling to find it. And I can't figure out how to relay text messages specifically to Observers in the map, not the actual players. -_-
It's been a frustrating, no-progress kind of past couple days. I hate to continue to pry information out of you, because it feels like cheating to my learning the tools, but apparently I just am not getting it. If I knew the language syntax and all the back end functions and values, I could probably just write the goddamn script without using this lego-block style script assembly. I just don't get why I'm struggling so much to pick up on such a robust tool set. It seems like it would be easier than anything else I've worked with. -_-;
they shouldn't do that, hide the two scvs behind the cannons. they are attacking a random scv (this is kinda stupid, they should attack the nearest scv) when the depot goes down
in my test no zergling ever attacked the wall from behind as long as an scv was alive
I'm trying to make a trigger for my hero arena... What i'm looking for is a way to select all the players move them to the arena and randomly select 2 from each team to compete in a 1v1 matchup.. id like to be able to award the winner with a prize and after one has died to award the prize and continue with the original game in there positions before the arena matchup started...
it works now with the right counting of towers no matter how many untis there are.
The next prob is to make it for 2 Teams. I need a variable "Towers atm Team1" and "Towers atm Team2". I think from this point on i should get the map ready alone, but i dont understand ur trigger fully, so i cant mess with it.
Another thing i noticed is: I putted a unit for Player 2 direkt to the tower and it still counted it. Would not be so bad if this would remain so, cause the situation that 2 units are in range should not be very long and very few. So it can get counted for both players, cause 1 unit will die soon :)
and btw, gj and big ty for ur work here in this post! u r awesome :)
€: @ usernameisnt... this idea is great, thought about it 2 but i am to bad to realize it :(
ok, i realized that it works allready with 2 Players. It shows the towercount seperat, but i just dont find the correct variablename to read it out.
I am not sure what the picker is?
they shouldn't do that, hide the two scvs behind the cannons. they are attacking a random scv (this is kinda stupid, they should attack the nearest scv) when the depot goes down
in my test no zergling ever attacked the wall from behind as long as an scv was alive
I need it to be condition-less. "As long as..." just will not make it for my map. I NEED it to never fail.
hey deathtorn are you able to resolve a work around for this? test1 is just the ability name
Unit - Any Unit uses test1 at Generic6 - Complete stage (Ignore shared abilities)
Unit - Create 1 Weapon - EMP for player (Triggering player) at (Position of (Triggering unit)) facing (Triggering ability target point) (No Options)
Unit - Order (Last created unit) to ( Move targeting ((Position of (Triggering unit)) offset by 10.0 towards (Triggering ability target point))) (Replace Existing Orders)
issues im having: projectile doesnt seem to face the correct direction when its created(if i swap it with a unit like zealot it works)
order the unit doesn't order projectile? >.< whats the equivalent that is used for projectiles.(works for zealot if i create zealot instead)
i still cant use ur trigger cause i dont know how to read out the seperate Variable for each team. pls spread it anyhow to a own variable for each team.
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@playlessNamer: Go
Whoops! I forgot to set one thing, here's the updated version.
@deathtorn: Go
Thank you for the quick response, an i know your busy with other maps, but that's not exactly what im looking for, but is in the right ball park. i want to make it so players can choose which team they want to be on by gather at a certain point. and when a button is clicked by all players in that area, it'll then wait for all players in the other teams area to check if they have the same number, then seperate them into 2 different teams and move them to the fighting arena. any chance you might be able to help me make something like that? i'd send u the map but im using custom mods that are attached to it that are tied to my account.
@MangledMind: Go
Yep, I'll set something up here in a moment. Is this assuming everyone only has one unit?
yessir, every person has only 1 hero unit. and their death is determined by the presense of a behavior (any behavior will do for now) not a "unit dies" event.
@MangledMind: Go
You'll have to figure that one out for yourself, as I don't have access to that behavior, but here's the new map.
@deathtorn: Go
You need a way to check if a tower is contested for xel naga towers map, i think an aura type ability added to the xel naga tower might make it easier, if you could make the aura have a maximum target of 1 and then check with triggers what unit has the behavior. However you could not simply port the triggers to any melee map you would need to add the aura too.
Anyways just thought i should let you know.
Thought I could do the tracelines but I'm just lost in the tutorials. Could you create a traceline that works from rts view and possibly put a lot of notes in so I can learn from it?
@deathtorn: Go
Thanks man! Though I'm having some trouble figuring out how to set the custom variable to "Nexus" specifically so I can use this custom variable in triggers to determine if it ever goes idle or has too much Energy according to a value I set. All I get are "No Unit", "Any Unit" and "Any Item", none of which let me actually set the Nexus unit specifically.
And speaking of which, I've tried to create triggers that monitor the Energy of a Nexus and for the life of me, I'm struggling to find it. And I can't figure out how to relay text messages specifically to Observers in the map, not the actual players. -_-
It's been a frustrating, no-progress kind of past couple days. I hate to continue to pry information out of you, because it feels like cheating to my learning the tools, but apparently I just am not getting it. If I knew the language syntax and all the back end functions and values, I could probably just write the goddamn script without using this lego-block style script assembly. I just don't get why I'm struggling so much to pick up on such a robust tool set. It seems like it would be easier than anything else I've worked with. -_-;
@Usernameisntworkingright: Go
I imagine that if you were to use marines instead of scvs, they would fight each other thus having contested Xel'naga towers.
@b0ne123: Go
Works fine, but if the zerglings get lured over to the other barricade from the inside, they will attack it. I do NOT want that.
@deathtorn: Go
Close, but similar to b0ne's map, they will attack barricades from the inside of the fortification...
they shouldn't do that, hide the two scvs behind the cannons. they are attacking a random scv (this is kinda stupid, they should attack the nearest scv) when the depot goes down
in my test no zergling ever attacked the wall from behind as long as an scv was alive
@Darkenesis: Go
I'll take a look at that tonight.
@deathtorn: Go
I'm trying to make a trigger for my hero arena... What i'm looking for is a way to select all the players move them to the arena and randomly select 2 from each team to compete in a 1v1 matchup.. id like to be able to award the winner with a prize and after one has died to award the prize and continue with the original game in there positions before the arena matchup started...
topic: Xel_towers
it works now with the right counting of towers no matter how many untis there are.
The next prob is to make it for 2 Teams. I need a variable "Towers atm Team1" and "Towers atm Team2". I think from this point on i should get the map ready alone, but i dont understand ur trigger fully, so i cant mess with it.
Another thing i noticed is: I putted a unit for Player 2 direkt to the tower and it still counted it. Would not be so bad if this would remain so, cause the situation that 2 units are in range should not be very long and very few. So it can get counted for both players, cause 1 unit will die soon :)
and btw, gj and big ty for ur work here in this post! u r awesome :)
€: @ usernameisnt... this idea is great, thought about it 2 but i am to bad to realize it :(
ok, i realized that it works allready with 2 Players. It shows the towercount seperat, but i just dont find the correct variablename to read it out. I am not sure what the picker is?
@b0ne123: Go
I need it to be condition-less. "As long as..." just will not make it for my map. I NEED it to never fail.
hey deathtorn are you able to resolve a work around for this? test1 is just the ability name
Unit - Any Unit uses test1 at Generic6 - Complete stage (Ignore shared abilities)
Unit - Create 1 Weapon - EMP for player (Triggering player) at (Position of (Triggering unit)) facing (Triggering ability target point) (No Options)
Unit - Order (Last created unit) to ( Move targeting ((Position of (Triggering unit)) offset by 10.0 towards (Triggering ability target point))) (Replace Existing Orders)
issues im having: projectile doesnt seem to face the correct direction when its created(if i swap it with a unit like zealot it works)
order the unit doesn't order projectile? >.< whats the equivalent that is used for projectiles.(works for zealot if i create zealot instead)
@yopeasants: Go
found the bug :)
go to depotrun and in the order attack random living, add exclude structures. now it works perfectly
@deathtorn: Go
Hey, sorry this took so long, have had no internet for way to long now. This is in reference to my post on page 7
topic: Xel_towers
i still cant use ur trigger cause i dont know how to read out the seperate Variable for each team. pls spread it anyhow to a own variable for each team.