So for my first question, I'm trying to make a beacon where when you stand on it, it will heal your units. The units have to specifically be a hero, and can't be owned by player 6 or 7. Here's the trigger I came up with:
Untitled Trigger 001
Events
Unit - Any Unit Enters a distance of 7.0 from Beacon (Terran Large) [138.97, 68.24]
Local Variables
Conditions
And
Conditions
(Owner of (Triggering unit)) != 6
(Owner of (Triggering unit)) != 7
((Unit type of (Triggering unit)) has Heroic attribute) == true
Actions
UI - Display "test" for (All players) to Subtitle area
That doesn't work though. I had the display message just to see if it would work at all.
For my second question, I'm trying to make it so that when my gate control dies, the gates next to it will both be lowered permanently. Here's what I tried:
Events
Unit - Wireless Gate Control [96.00, 58.00] dies
Local Variables
Conditions
Actions
UI - Display "The main gate has been breached!" for (All players) to Subtitle area
Unit - Change ownership of Gate Raised [92.00, 59.00] to player 0 and Change Color
Unit - Change ownership of Gate Raised [100.00, 59.00] to player 0 and Change Color
AI - Suggests order ( Close Gate) to Gate Raised [92.00, 59.00] using tactical AI logic
AI - Suggests order ( Open Gate) to Gate Raised [100.00, 59.00] using tactical AI logic
This changes ownership of the gates, but doesn't use the ability the gates have to lower. I used close gate just as a test. The gates I'm using are from the campaign dependency I believe and had an ability already to open/close.
instead of setting to the beacon you make a region over the beacon increasing the regen rate of your hero's
trigger would look like this:
Global Trigger:
Event - Unit - Any Unit Enters Region #
Conditions - ((Triggering Unit) is in (Selected unit for player #)) == true
Actions - Set (Triggering unit) Life Regeneration Rate to #
it works i used it for my map but of course u can modify it to your liking but yeah thats would i would do, way easier
I'm not sure, but in the second question instead of suggesting to lower the gate to the tactical ai, just issuing an order to the gate seems to be a better way to work (unit - issue order to unit).. not sure about it but you can try
would that only do it if the unit is selected though? not if it's a hero?
edit: Ok so I fixed both problems. For the first one I just did everything manually and it worked fine. For the second, I guess I selected the wrong issue order. Now it works.
So for my first question, I'm trying to make a beacon where when you stand on it, it will heal your units. The units have to specifically be a hero, and can't be owned by player 6 or 7. Here's the trigger I came up with:
Untitled Trigger 001
Events
Unit - Any Unit Enters a distance of 7.0 from Beacon (Terran Large) [138.97, 68.24]
Local Variables
Conditions
And
Conditions
(Owner of (Triggering unit)) != 6
(Owner of (Triggering unit)) != 7
((Unit type of (Triggering unit)) has Heroic attribute) == true
Actions
UI - Display "test" for (All players) to Subtitle area
That doesn't work though. I had the display message just to see if it would work at all.
For my second question, I'm trying to make it so that when my gate control dies, the gates next to it will both be lowered permanently. Here's what I tried:
Events
Unit - Wireless Gate Control [96.00, 58.00] dies
Local Variables
Conditions
Actions
UI - Display "The main gate has been breached!" for (All players) to Subtitle area
Unit - Change ownership of Gate Raised [92.00, 59.00] to player 0 and Change Color
Unit - Change ownership of Gate Raised [100.00, 59.00] to player 0 and Change Color
AI - Suggests order ( Close Gate) to Gate Raised [92.00, 59.00] using tactical AI logic
AI - Suggests order ( Open Gate) to Gate Raised [100.00, 59.00] using tactical AI logic
This changes ownership of the gates, but doesn't use the ability the gates have to lower. I used close gate just as a test. The gates I'm using are from the campaign dependency I believe and had an ability already to open/close.
@Atl0s: Go
well i have an idea you could use for question 1
instead of setting to the beacon you make a region over the beacon increasing the regen rate of your hero's trigger would look like this:
Global Trigger: Event - Unit - Any Unit Enters Region # Conditions - ((Triggering Unit) is in (Selected unit for player #)) == true Actions - Set (Triggering unit) Life Regeneration Rate to #
it works i used it for my map but of course u can modify it to your liking but yeah thats would i would do, way easier
@TheRupturedD:
would that only do it if the unit is selected though? not if it's a hero?
edit: Ok so I fixed both problems. For the first one I just did everything manually and it worked fine. For the second, I guess I selected the wrong issue order. Now it works.