1# if I lower a specific supply depot, reaper's movement speed is increased. and if I raise the supply depot, reaper's movement speed is decreased.
2# if I lower another specific supply depot, phoenix's gravity beam ability is enabled. and if I raise the specific supply depot, phoenix's gravity beam ability is disabled
how to trigger them ?
I know how to enable a custom ability by completing a custom upgrade in custom building (by creating custom ability, upgrade, building in data). but I really don't understand how to make triggers to disable or enable ability by morphing a structure. please help me in detail with triggers. I am a newbie to this editor..
You could create separate regions for each supply depot. Then use the Unit Uses Ability event and select the Supply Depot's lower ability. Under actions, use a Switch checking "Unit In Region" to change what happens depending on what region the Supply Depot is in.
Alternatively, you could add each supply depot to its own variable, then check if (triggering unit) == Reaper Depot or Pheonix Depot, etc.
You could create separate regions for each supply depot. Then use the
Unit Uses Ability event and select the Supply Depot's lower ability.
Under actions, use a Switch checking "Unit In Region" to change what
happens depending on what region the Supply Depot is in.
Alternatively, you could add each supply depot to its own variable, then
check if (triggering unit) == Reaper Depot or Pheonix Depot, etc.
Untitled Trigger 001
Events
Unit - Any Unit uses Gateway - Transform to Warp Gate at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
General - Switch (Actions) depending on (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Cases
General - If ((Warp Gateee units in Region 004 owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
Actions
Unit Group - Pick each unit in (Phoenix units in Region 003 owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Then
Unit - Order (Picked unit) to (Phoenix - Graviton Beam targeting units in (Any units in Region 003 owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) (Replace Existing Orders)
Else
Unit - Order (Picked unit) to ( Attack targeting Point 002) (Replace Existing Orders)
Default
I really don't understand how to trigger them with these the triggers you said. and I can't find any turtorial on "switch"..
Switch just causes different actions to happen depending on a certain condition. It's most easily understood using a simple integer variable. I'll call it "Integer."
Switch (actions) depending on Integer
Case: Integer = 0 <- If Integer is 0, display message "0!"
Action: Display message - "0!"
Case: Integer = 1 <- If Integer is 1, display message "1!"
Action: Display message - "1!"
Default: <- If Integer is neither 0 or 1, display message "I DUNNO!"
Action: Display message - "I DUNNO!"
Of course, you can use other conditions besides an integer variable. Think of Switch as a sort of strategy. By analogy, take a melee game: You will switch your actions based on what kind of army the enemy is building. The composition of the enemy army is your switch condition, and what you decide to build based on that is your Actions. Like this (this isn't a real switch condition, just for explanation):
Switch just causes different actions to happen depending on a certain
condition. It's most easily understood using a simple integer variable.
I'll call it "Integer."
Switch (actions) depending on Integer
Case: Integer = 0 <- If Integer is 0, display message "0!"
Action: Display message - "0!"
Case: Integer = 1 <- If Integer is 1, display message "1!"
Action: Display message - "1!"
Default: <- If Integer is neither 0 or 1, display message "I DUNNO!"
Action: Display message - "I DUNNO!"
Of course, you can use other conditions besides an integer variable.
Think of Switch as a sort of strategy. By analogy, take a melee game:
You will switch your actions based on what kind of army the enemy is
building. The composition of the enemy army is your switch condition,
and what you decide to build based on that is your Actions. Like this
(this isn't a real switch condition, just for explanation):
Switch (actions) depending on Enemy Army
Case: Enemy Army = Zerglings
Action: Build Firebats
Case: Enemy Army = Roaches
Action: Build Marauders
Default:
Action: Build Marines
Hope that helps!
your way looks so hard to me in present. it would be very helpful if you explained me that with actual triggers..
but I solved this problem with triggers and variables.. anyway thanks for your help.. but still I don't know how to decrease reapers movement speed by triggers. I think I must make a new ability to Increases movement speed of reapers and disable or enable the ability by trigger. or disable/enable the upgrade to increase the movement speed of reapers. anyway here is the example for other newbie people..
My Speed array was usually adding or subtracting .5 to the Overlord's base speed. So if you wanted you could replace "String(((Overlord Movement Speed) + Speed[0])) with 2 decimal places" with "1.5" or whatever speed you want I believe. Sorry its been a while since I've dived into this trigger :)
This is a trigger that I've used before to increase/decrease unit speed.
Catalog - Set value of Units "Overlord" "Speed" for player 9 to (String(((Overlord Movement Speed) + Speed[0])) with 2 decimal places)
My Speed array was usually adding or subtracting .5 to the Overlord's base speed. So if you wanted you could replace "String(((Overlord Movement Speed) + Speed[0])" with "1.5" or whatever speed you want I believe. Sorry its been a while since I've dived into this trigger :)
thanks but I don't know how to create that trigger. this editor is too hard to figure out a trigger without many experiences and knowledges at once becuz it is very complicated and logical.. they made a programming program not a map editor..
My mistake, I guess I should have called it an Action and not a trigger.
Its listed as "Catalog Field Value Set" in the Actions list.
Edit:
I was also looking, and there's another action called "Set Unit Property" where you could use:
Unit-Set(Triggeringunit)MovementSpeedto100.0
But I think you'd have to do this for every individual unit. My original idea does it for that unit type. So I'm not sure which one will work better for your situation.
My mistake, I guess I should have called it an Action and not a trigger.
Its listed as "Catalog Field Value Set" in the Actions list.
I know that it is in the action list. but I am not able to understand how to create that.
Catalog - Set value of Units Entry Field Path for player (Triggering player) to ""
how do I select overload and speed etc ? I feel that I am learning a progamming program not a game map editor. I just want to create a simple funny game quickly. why am I spending 1, 2 month to do it in here ? even the 3Dmax wasn't very hard like this editor.. don't say this editor is very easy and don't call me a lazy prick. I have used really many professional program in my life. and even there is no a book on this editor. it is impossible to learn a thing in this editor alone without a help. I really don't understand what you say and how to create the action or trigger. plz explain me that with actual trigger in datail. I am the person who plays game than map or programming program. and I really don't want to spend 10-24 hours to make a trigger. if you can help me very simply in 5-10 minutes, let me download the map that can help it. it is a nightmare to create a trigger alone in this editor. I feel I may be crazy while creating a trigger on this editor. I am really spending 10-24 hours per a day to make a trigger even if I am not a pro at this editor. if there is no link to download the map or actual trigger on the problem, just I will give up.
So that action requires you to enter in the names as a string. So
Entry = "Overlord"
Field Path = "Speed"
Value = "1.75" (Or whatever number you'd like, but it must be a string as well, so you can use the Real to String function if you have this speed saved as a variable or something)
And yea, I agree with you, the Galaxy Editor can be a strange and confusing place, but hang in there! :)
Here ya go, I added in that catalog action I mentioned earlier. Since the Phoenix was the only unit you had on your map example, I had it speed up and slow down them when you raise/lower the supply depots. This should give you a better understanding of how it works though. But please feel free to ask more questions if you need.
Here ya go, I added in that catalog action I mentioned earlier. Since the Phoenix was the only unit you had on your map example, I had it speed up and slow down them when you raise/lower the supply depots. This should give you a better understanding of how it works though. But please feel free to ask more questions if you need.
very thanks for your help . now I don't need to waste 10-24 hours to create it..
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
1# if I lower a specific supply depot, reaper's movement speed is increased. and if I raise the supply depot, reaper's movement speed is decreased.
2# if I lower another specific supply depot, phoenix's gravity beam ability is enabled. and if I raise the specific supply depot, phoenix's gravity beam ability is disabled
how to trigger them ?
I know how to enable a custom ability by completing a custom upgrade in custom building (by creating custom ability, upgrade, building in data). but I really don't understand how to make triggers to disable or enable ability by morphing a structure. please help me in detail with triggers. I am a newbie to this editor..
You could create separate regions for each supply depot. Then use the Unit Uses Ability event and select the Supply Depot's lower ability. Under actions, use a Switch checking "Unit In Region" to change what happens depending on what region the Supply Depot is in.
Alternatively, you could add each supply depot to its own variable, then check if (triggering unit) == Reaper Depot or Pheonix Depot, etc.
Untitled Trigger 001
Events
Unit - Any Unit uses Gateway - Transform to Warp Gate at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions General - Switch (Actions) depending on (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Cases
General - If ((Warp Gateee units in Region 004 owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
Actions
Unit Group - Pick each unit in (Phoenix units in Region 003 owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions) If
Then
Unit - Order (Picked unit) to (Phoenix - Graviton Beam targeting units in (Any units in Region 003 owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) (Replace Existing Orders)
Else
Unit - Order (Picked unit) to ( Attack targeting Point 002) (Replace Existing Orders)
Default
I really don't understand how to trigger them with these the triggers you said. and I can't find any turtorial on "switch"..
Switch just causes different actions to happen depending on a certain condition. It's most easily understood using a simple integer variable. I'll call it "Integer."
Switch (actions) depending on Integer
Case: Integer = 0 <- If Integer is 0, display message "0!"
Action: Display message - "0!"
Case: Integer = 1 <- If Integer is 1, display message "1!"
Action: Display message - "1!"
Default: <- If Integer is neither 0 or 1, display message "I DUNNO!"
Action: Display message - "I DUNNO!"
Of course, you can use other conditions besides an integer variable. Think of Switch as a sort of strategy. By analogy, take a melee game: You will switch your actions based on what kind of army the enemy is building. The composition of the enemy army is your switch condition, and what you decide to build based on that is your Actions. Like this (this isn't a real switch condition, just for explanation):
Switch (actions) depending on Enemy Army
Case: Enemy Army = Zerglings
Action: Build Firebats
Case: Enemy Army = Roaches
Action: Build Marauders
Default:
Action: Build Marines
Hope that helps!
your way looks so hard to me in present. it would be very helpful if you explained me that with actual triggers..
but I solved this problem with triggers and variables.. anyway thanks for your help.. but still I don't know how to decrease reapers movement speed by triggers. I think I must make a new ability to Increases movement speed of reapers and disable or enable the ability by trigger. or disable/enable the upgrade to increase the movement speed of reapers. anyway here is the example for other newbie people..
This is a trigger that I've used before to increase/decrease unit speed.
My Speed array was usually adding or subtracting .5 to the Overlord's base speed. So if you wanted you could replace "String(((Overlord Movement Speed) + Speed[0])) with 2 decimal places" with "1.5" or whatever speed you want I believe. Sorry its been a while since I've dived into this trigger :)
thanks but I don't know how to create that trigger. this editor is too hard to figure out a trigger without many experiences and knowledges at once becuz it is very complicated and logical.. they made a programming program not a map editor..
@strhsxx: Go
My mistake, I guess I should have called it an Action and not a trigger.
Its listed as "Catalog Field Value Set" in the Actions list.
Edit:
I was also looking, and there's another action called "Set Unit Property" where you could use:
But I think you'd have to do this for every individual unit. My original idea does it for that unit type. So I'm not sure which one will work better for your situation.
I know that it is in the action list. but I am not able to understand how to create that.
Catalog - Set value of Units Entry Field Path for player (Triggering player) to ""
how do I select overload and speed etc ? I feel that I am learning a progamming program not a game map editor. I just want to create a simple funny game quickly. why am I spending 1, 2 month to do it in here ? even the 3Dmax wasn't very hard like this editor.. don't say this editor is very easy and don't call me a lazy prick. I have used really many professional program in my life. and even there is no a book on this editor. it is impossible to learn a thing in this editor alone without a help. I really don't understand what you say and how to create the action or trigger. plz explain me that with actual trigger in datail. I am the person who plays game than map or programming program. and I really don't want to spend 10-24 hours to make a trigger. if you can help me very simply in 5-10 minutes, let me download the map that can help it. it is a nightmare to create a trigger alone in this editor. I feel I may be crazy while creating a trigger on this editor. I am really spending 10-24 hours per a day to make a trigger even if I am not a pro at this editor. if there is no link to download the map or actual trigger on the problem, just I will give up.
@strhsxx: Go
So that action requires you to enter in the names as a string. So
Entry = "Overlord" Field Path = "Speed" Value = "1.75" (Or whatever number you'd like, but it must be a string as well, so you can use the Real to String function if you have this speed saved as a variable or something)
And yea, I agree with you, the Galaxy Editor can be a strange and confusing place, but hang in there! :)
Here ya go, I added in that catalog action I mentioned earlier. Since the Phoenix was the only unit you had on your map example, I had it speed up and slow down them when you raise/lower the supply depots. This should give you a better understanding of how it works though. But please feel free to ask more questions if you need.
very thanks for your help . now I don't need to waste 10-24 hours to create it..