Hey guys, I had another post in my other topic but I'm having a new problem. I created a map that has lava being raised and lowered by the players. Controlling a Xel'naga tower lowers the lava. It is raised by default. I want pathing blockers to spawn int he cent of the lava and to go all the way across the path to the other cliff face.
This is to make units that are rallied past the lava not run into it, but run around. The problem I'm having is that the game doesn't know when to stop making or removing pathing blockers. I tried making a variable that counts the amount of pathing blockers and limits them based on that but they don't seem to stop removing or creating pathing blockers no matter the conditions I list.
I put in a debug to display text based on how many pathing blockers were in the unit group, and it keeps generating numbers that look something like this: 12-0-1-3-7-12-0-0-0-12-0-15-0 Every second it changes. Sometimes it will stabilize when it actually reaches 15 or 0, but it's not doing it automatically every time the lava changes.
Really annoying me as I could just not include them, but I feel like they're important for intuitive map design in this case. I don't want to block off the lava. Running a unit into the lava should still be possible, like when chasing air units (Ground units die as soon as they touch lava). I just want them to be smart enough to run around the lava if clicked past.
If the lava's position does not change, you can put a wall of invisible Supply Depots around the lava, and you can use the Issue Order action to lower/raise the Supply Depots as lava is lowered/raised.
I guess I gotta ask the Data Editor boys :D I am really lost in there. Time to figure out how to make invisible, invulnerable supply depots. W/o Messing up the normal supply depots built from SCV's by players.
Still working on this atm. It seems like such a simple thing But I can't seem to get it to do what I want. Also I could not find then ability "Tower Activated" to call on my trigger. It appears in the data editor as an ability but I did not see it in the Trigger section as something I can call on.
To create invisible supply depots and keep the supply depots that SCVs built, Duplicate the Supply Depot and the Supply Depot (Lowered Unit), and then link the two duplicates together. Add the ability Permanent Cloaking to the Supply Depot Copy, and add the Supply Depot Copies around the lava belonging to Player 15 (Hostile).
As for the Xel`Naga ability, it is called "Tower Capture"
U the man, Thank-you very much. had to learn a lot about the Data Editor but I now have it working! Lava Corridors if you're interested in checking it out. Also: YouTube!
Ahh crap, was playing as terran and built a supply depot, all was good until I burrowed it and it became cloaked as well as unselectable or targetable. Now I gotta figure out what to copy and fix in the data editor to make it unique instead of switching to Supply Depot (lowered), but rather to my lowered cloaked depot unit.
Try "Dynamical Pathfinding Blockade 1x1" (or something like that; 1x1 should do it) instead of invisible depots. These blockades are already invisible, untargetable etc.
Instead using the Lower/Raise ability you only need the "Show/Hide Unit" trigger.
Was using them earlier. Was spawning them on points, but I can "hide" them and that makes them not effect the map? That'd be great! I was under the assumption that hidden units were just another form of cloak that wasn't detectable in game. I'll try it out now.
Thanks a bunch, how do I get it to tell All the Units in the unit Group to Hide, or should I do it with a Region? Atm It's only hiding one of the units.
I set it to a Periodic event for causing the trigger of .5 seconds, checks the integer that is the unit group of units at Xel'Naga Towers to be a certain value and then will randomly choose a unit from the Pathing Blockers Unit group and hide it. So it works with the "Random unit from Unit Group Trigger" at least. Seems to be okay. not sure if that's the most ideal method or not.
There are unitgroup functions like
"Take all (Dynamical Pathfinding Blockade 1x1) on (Whole Map) and do actions"
"Store Selected Unit into Unitgroup (Unitgroup Hidden Blackades)"
"For each unit in Unitgroup (Unitgroup Hidden Blackades) and do actions"
"Hide Selected Unit"
Later you only need to reverse the "hide selected unit". Of course you can ignore the storage process and directly say each blockade should hide. But if you do it with unitgroups you can use it for other triggers. Actually you have a period trigger so you didn't need the unitgroups.
Hey guys, I had another post in my other topic but I'm having a new problem. I created a map that has lava being raised and lowered by the players. Controlling a Xel'naga tower lowers the lava. It is raised by default. I want pathing blockers to spawn int he cent of the lava and to go all the way across the path to the other cliff face.
This is to make units that are rallied past the lava not run into it, but run around. The problem I'm having is that the game doesn't know when to stop making or removing pathing blockers. I tried making a variable that counts the amount of pathing blockers and limits them based on that but they don't seem to stop removing or creating pathing blockers no matter the conditions I list.
I put in a debug to display text based on how many pathing blockers were in the unit group, and it keeps generating numbers that look something like this: 12-0-1-3-7-12-0-0-0-12-0-15-0 Every second it changes. Sometimes it will stabilize when it actually reaches 15 or 0, but it's not doing it automatically every time the lava changes.
Really annoying me as I could just not include them, but I feel like they're important for intuitive map design in this case. I don't want to block off the lava. Running a unit into the lava should still be possible, like when chasing air units (Ground units die as soon as they touch lava). I just want them to be smart enough to run around the lava if clicked past.
If the lava's position does not change, you can put a wall of invisible Supply Depots around the lava, and you can use the Issue Order action to lower/raise the Supply Depots as lava is lowered/raised.
@xKenneth: Go
I guess I gotta ask the Data Editor boys :D I am really lost in there. Time to figure out how to make invisible, invulnerable supply depots. W/o Messing up the normal supply depots built from SCV's by players.
Still working on this atm. It seems like such a simple thing But I can't seem to get it to do what I want. Also I could not find then ability "Tower Activated" to call on my trigger. It appears in the data editor as an ability but I did not see it in the Trigger section as something I can call on.
To create invisible supply depots and keep the supply depots that SCVs built, Duplicate the Supply Depot and the Supply Depot (Lowered Unit), and then link the two duplicates together. Add the ability Permanent Cloaking to the Supply Depot Copy, and add the Supply Depot Copies around the lava belonging to Player 15 (Hostile).
As for the Xel`Naga ability, it is called "Tower Capture"
@xKenneth: Go
When i type in "Tower" under "Unit Uses Abiility" as my event I don't see "Tower Capture" in the Value sheet. All I see is "Build Sensor Tower."
Uncheck "Show Commands" near the Search bar.
@xKenneth: Go
U the man, Thank-you very much. had to learn a lot about the Data Editor but I now have it working! Lava Corridors if you're interested in checking it out. Also: YouTube!
http://www.youtube.com/user/Jhamantheshaman#p/u/0/PBdf6G2R5-o
But the center now has pathing blockers if the laa is up. Makes units run around.
@JhamanGamer: Go
Ahh crap, was playing as terran and built a supply depot, all was good until I burrowed it and it became cloaked as well as unselectable or targetable. Now I gotta figure out what to copy and fix in the data editor to make it unique instead of switching to Supply Depot (lowered), but rather to my lowered cloaked depot unit.
Try "Dynamical Pathfinding Blockade 1x1" (or something like that; 1x1 should do it) instead of invisible depots. These blockades are already invisible, untargetable etc.
Instead using the Lower/Raise ability you only need the "Show/Hide Unit" trigger.
@Zanryu1337: Go
Was using them earlier. Was spawning them on points, but I can "hide" them and that makes them not effect the map? That'd be great! I was under the assumption that hidden units were just another form of cloak that wasn't detectable in game. I'll try it out now.
@JhamanGamer: Go
No. Hidden means "not on the map" actually there are on that position, but can't affected any other things, like collision, passive abilities etc.
@Zanryu1337: Go
Thanks a bunch, how do I get it to tell All the Units in the unit Group to Hide, or should I do it with a Region? Atm It's only hiding one of the units.
I set it to a Periodic event for causing the trigger of .5 seconds, checks the integer that is the unit group of units at Xel'Naga Towers to be a certain value and then will randomly choose a unit from the Pathing Blockers Unit group and hide it. So it works with the "Random unit from Unit Group Trigger" at least. Seems to be okay. not sure if that's the most ideal method or not.
@JhamanGamer: Go
There are unitgroup functions like
"Take all (Dynamical Pathfinding Blockade 1x1) on (Whole Map) and do actions"
"Store Selected Unit into Unitgroup (Unitgroup Hidden Blackades)"
"For each unit in Unitgroup (Unitgroup Hidden Blackades) and do actions"
"Hide Selected Unit"
Later you only need to reverse the "hide selected unit". Of course you can ignore the storage process and directly say each blockade should hide. But if you do it with unitgroups you can use it for other triggers. Actually you have a period trigger so you didn't need the unitgroups.