You can't have an event that runs on Triggering Unit.
Make it so it runs on any unit, and the condition is that its the zergling.
Or just lose the ultras and make it:
Event: Unit Zergling is issued order to Move
Condition: Owner of Triggering Unit == 2
Action: Kill Triggering Unit
I don't have much experience with the actual items themselves, but if you can use Unit Enters Region, instead of item, and set the unit to the item, perhaps it will only register when the item is dropped in the region. You should be able to move a item that has been dropped.
As the name says, I'd like to know if making a upgrade teamwide was possible.
Also, if it is possible, would I be able to put them, as well as individual player upgrades on the same building?
For example, having Teamwide Extra Unit Health, with 3 levels, but also a individual upgrade with 3 levels of idk... say Weapon Damage, all on the engineering bay, controlled by Team 1 Computer.
The engineering bay is usable by anybody nearby, but I'm not sure if when a player clicks a button, if the upgrade will count for the owner of the engineering bay, or for the player that clicked the button. I also don't know if I can make it so the command card updates for each player on the Weapon Damage upgrade, but per team on the Extra Health upgrade.
Sidenote, if anybody knows how to fix a missile turret that Isn't spinning, toss a comment in here, or in the original thread thats still unsolved Here
This trigger will run every 5 seconds, and for every warpgate, will spawn 1 zealot, for the player that owns the warpgate, and it will spawn the zealot, at the warpgate. It will also spawn a stalker for every robotics facility, at the robotics facility, for the player who owns the robotics facility.
Just copy the pick each [Building]
Set varPlayer = owner of picked unit
Create [Unit] at position of picked unit
That works for buildings, I haven't tested it for units, but I don't see why not, just make sure to stop it when the unit moves or channel ends, if it doesn't cancel automatically.
@caspersc: Go
I honestly don't see the difference, you swap one line of code for one line of code that does the same thing. I think it comes down to preference, and I like the wait command, I'm comfortable with it atm.
There may be another way, but the only way I can think of would be to add multiple shapes to the same region, which you can do by simply pushing R while on the terrain editor, and then double clicking the name of the region you want to add shapes to. Its kind of a pain, since you have to do it with coordinates(Guess and check :/) but once you get used to it, it works quite well.
And from experience with the multi-shaped regions and revealers, they do show only whats under the region, even if it has a strange jut or something.
Have a variable for your unit, in this case, its an array, and the unit that triggers it is the index of the player number.
But that asside, this trigger should work fine for any respawn, I just copypasta'd it out of my map and tweaked the condition slightly. The condition mainly, should fix your problem.
All "open to public" maps on the battle.net servers were unlocked.
Look at drive C: for *.s2ma files. Rename them to *.sc2map and open them.
Is this just during beta? That system seems silly to me, its not complex enough to be a system to stop someone from opening a map, but its a inconvenience to have to go around changing the names. Why would they not just have the editor run on .s2ma files or have the beta save them as .sc2map in the first place. :/
So in this map, I have a few different things using missile turrets, but I'll focus on the Missile Turret to make things specific. I have 3 levels of them, I did all the happy stuff to make 3 levels of them, but for some reason, the turrets don't turn. On any of them. They just sit facing south permanently. Even if they start attacking something, the turret still sits facing south, but launches missiles out of like, the side of it or wherever its facing. I've looked between a new map, just made to see how default is, and my current one, and I haven't spotted any differences that should effect the turret.
On the plus side, this did let me discover that the little red cross-hair thing on the front of the turret blinks occasionally. :3
What if you skip checking the players at first, and just check if each player is allied or enemied with the computer players on each team. If I remember, you said you had a computer player on each team. I'm not sure if the lobby works correctly in this manner, but if you set Player 1 to be the computer on team 1, and say... Player 7 to be the team 2 computer, would the lobby not look like Team1:P1(Computer),P2,P3,P4,P5,P6 Team2:P7(Computer),P8,P9,P10,P11,P12.
If so, just line it up so you check if Players 2-6 are allied with P1, if so, they lobbied themselves to be on team 1. Same goes for team 2. But again, this would only work if the lobbies run this way, but I haven't done any testing with it, I was actually suprised to find that player number is labeled by when you joined.
Wow... I did it. It was actually quite easy, I was really overcomplicating things.
For a reference for myself if I forget, and helping anybody else who is interested.
Go into behaviors, make a new one, doesn't matter what you name it, I called mine Wave, just to be simple.
Next go into actors, find AntiGravRocker.
Go down to Events +.
Make a new event.
Set:
msg Type: Behavior
Source Name: Wave(Or w\e you named your behavior)
Sub Name: (None)
Go into the actions, set
Msg Type: Create
And the rest should be set. The last thing you need to do, is go to your unit.
Go to Behaviors +.
Add Wave(Or w\e you named your behavior)
Now you have a wavering unit.
The amount is pretty extreme, so you may want to lower how much or how fast it goes, but I'll let you guys figure that out, since I had to figure this much out. :3
On the other hand, I have regained some minor hope. I realized that the Pheonix's ability, will make even ground units waver up and down. I'm currently picking apart the ability to try and figure out how.
Edit:
I'm at a loss, I can't seem to figure out how to do it. I've found the 2 behaviors that the ability triggers, and one of them modifies the height, but I can't seem to make another behavior that modifies it in the same way, nor can I figure out how to turn off the 'Make unit useless when under this effect'.
I'm still looking, but if anybody with a bit more skill playing with behaviors could step in, I would be quite happy.
0
You can't have an event that runs on Triggering Unit.
Make it so it runs on any unit, and the condition is that its the zergling.
Or just lose the ultras and make it:
Event: Unit Zergling is issued order to Move
Condition: Owner of Triggering Unit == 2
Action: Kill Triggering Unit
0
I don't have much experience with the actual items themselves, but if you can use Unit Enters Region, instead of item, and set the unit to the item, perhaps it will only register when the item is dropped in the region. You should be able to move a item that has been dropped.
0
As the name says, I'd like to know if making a upgrade teamwide was possible.
Also, if it is possible, would I be able to put them, as well as individual player upgrades on the same building?
For example, having Teamwide Extra Unit Health, with 3 levels, but also a individual upgrade with 3 levels of idk... say Weapon Damage, all on the engineering bay, controlled by Team 1 Computer.
The engineering bay is usable by anybody nearby, but I'm not sure if when a player clicks a button, if the upgrade will count for the owner of the engineering bay, or for the player that clicked the button. I also don't know if I can make it so the command card updates for each player on the Weapon Damage upgrade, but per team on the Extra Health upgrade.
Sidenote, if anybody knows how to fix a missile turret that Isn't spinning, toss a comment in here, or in the original thread thats still unsolved Here
0
This trigger will run every 5 seconds, and for every warpgate, will spawn 1 zealot, for the player that owns the warpgate, and it will spawn the zealot, at the warpgate. It will also spawn a stalker for every robotics facility, at the robotics facility, for the player who owns the robotics facility.
Just copy the pick each [Building]
Set varPlayer = owner of picked unit
Create [Unit] at position of picked unit
0
I don't know about doing it via an ability, but if you wanted to use a trigger for it
That works for buildings, I haven't tested it for units, but I don't see why not, just make sure to stop it when the unit moves or channel ends, if it doesn't cancel automatically.
0
@caspersc: Go
I honestly don't see the difference, you swap one line of code for one line of code that does the same thing. I think it comes down to preference, and I like the wait command, I'm comfortable with it atm.
0
There may be another way, but the only way I can think of would be to add multiple shapes to the same region, which you can do by simply pushing R while on the terrain editor, and then double clicking the name of the region you want to add shapes to. Its kind of a pain, since you have to do it with coordinates(Guess and check :/) but once you get used to it, it works quite well. And from experience with the multi-shaped regions and revealers, they do show only whats under the region, even if it has a strange jut or something.
0
Have a variable for your unit, in this case, its an array, and the unit that triggers it is the index of the player number.
But that asside, this trigger should work fine for any respawn, I just copypasta'd it out of my map and tweaked the condition slightly. The condition mainly, should fix your problem.
0
Is this just during beta? That system seems silly to me, its not complex enough to be a system to stop someone from opening a map, but its a inconvenience to have to go around changing the names. Why would they not just have the editor run on .s2ma files or have the beta save them as .sc2map in the first place. :/
0
Page 2 bump. The problem is just visual, it doesn't effect performance, but it's still driving me crazy.
0
The missile turret is selected as the Turret.
0
So in this map, I have a few different things using missile turrets, but I'll focus on the Missile Turret to make things specific. I have 3 levels of them, I did all the happy stuff to make 3 levels of them, but for some reason, the turrets don't turn. On any of them. They just sit facing south permanently. Even if they start attacking something, the turret still sits facing south, but launches missiles out of like, the side of it or wherever its facing. I've looked between a new map, just made to see how default is, and my current one, and I haven't spotted any differences that should effect the turret.
On the plus side, this did let me discover that the little red cross-hair thing on the front of the turret blinks occasionally. :3
0
What if you skip checking the players at first, and just check if each player is allied or enemied with the computer players on each team. If I remember, you said you had a computer player on each team. I'm not sure if the lobby works correctly in this manner, but if you set Player 1 to be the computer on team 1, and say... Player 7 to be the team 2 computer, would the lobby not look like Team1:P1(Computer),P2,P3,P4,P5,P6 Team2:P7(Computer),P8,P9,P10,P11,P12.
If so, just line it up so you check if Players 2-6 are allied with P1, if so, they lobbied themselves to be on team 1. Same goes for team 2. But again, this would only work if the lobbies run this way, but I haven't done any testing with it, I was actually suprised to find that player number is labeled by when you joined.
0
Wow... I did it. It was actually quite easy, I was really overcomplicating things.
For a reference for myself if I forget, and helping anybody else who is interested.
Now you have a wavering unit. The amount is pretty extreme, so you may want to lower how much or how fast it goes, but I'll let you guys figure that out, since I had to figure this much out. :3
0
No, thats simple.
On the other hand, I have regained some minor hope. I realized that the Pheonix's ability, will make even ground units waver up and down. I'm currently picking apart the ability to try and figure out how.
Edit: I'm at a loss, I can't seem to figure out how to do it. I've found the 2 behaviors that the ability triggers, and one of them modifies the height, but I can't seem to make another behavior that modifies it in the same way, nor can I figure out how to turn off the 'Make unit useless when under this effect'.
I'm still looking, but if anybody with a bit more skill playing with behaviors could step in, I would be quite happy.