Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. I believe in the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. How do I make it so that when the miner carrying the Terrazine dies, the Terrazine stays on the floor and can still be picked back up?
Thanks, this helped a lot. I figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. But I copied Blizzards trigger that gives them this value after harvesting the terrazine and it won't fire for some reason. Here it is:
EVENTS
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (false shared abilities)
unit - any unit uses scv - gather at generic6 - complete stage (ignore shared abilities)
>>CONDITIONS
((Triggering unit) has Carry Terrazine Node) == true
(unit type of (triggering unit)) == SCV
ACTIONS
variable - modify gasharvestingcount: -1
unit - remove 1 SCV - harvesting terrazine from (triggering unit)
unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))
variable - set scvgoinghome = triggering unit
ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds
ping - attach (last created ping) to (triggering unit)
ping - set (last created ping) tooltip to "SCV with Terrazine"
variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)
Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. I believe in the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. How do I make it so that when the miner carrying the Terrazine dies, the Terrazine stays on the floor and can still be picked back up?
@user_877009:
im away from my laptop but would say try opening that campaign map in the editor and see how they did it. how ive learned alot so far.
@humbrol2: Go
Thanks, this helped a lot. I figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. But I copied Blizzards trigger that gives them this value after harvesting the terrazine and it won't fire for some reason. Here it is:
EVENTS
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (false shared abilities)
unit - any unit uses scv - gather at generic6 - complete stage (ignore shared abilities)
>>CONDITIONS
((Triggering unit) has Carry Terrazine Node) == true
(unit type of (triggering unit)) == SCV
ACTIONS
variable - modify gasharvestingcount: -1
unit - remove 1 SCV - harvesting terrazine from (triggering unit)
unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))
variable - set scvgoinghome = triggering unit
ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds
ping - attach (last created ping) to (triggering unit)
ping - set (last created ping) tooltip to "SCV with Terrazine"
variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)
Any help on how to get this to work properly?