Is their any way to make a ground unit have the same "wavy" animation that an air unit has, just going up and down slightly while idle. I've been trying to figure out a way to make them show this, but I'm starting to think that its a hopeless en-devour and that the height variation is embedded into the Model of the unit, rather then a result of the game engine.
If there is any way to do this, even if it involves using a trigger to simply modify the units set height(Which I couldn't find either...); I would greatly appreciate the help.
Awhile ago I found a tutorial on youtube that covers your second question, 3 parter. I haven't actually done anything with it, but this explains a system very similar to the WC3 Hero abilities system.
No, actually they respawn at a Region named Respawn.
The only reason for the Regions named PX Ling was the last Event I tried to trigger this with was trying to use a command for when a unit died inside said region, since I was having problems defining which zergling belonged to which player.
I'll be trying this way shortly, no reply means it worked.
:/ I really haven't gotten used to trying to set a Event to run the trigger as 'Any unit comes here', while having extra conditions which define the unit. I've been trying to do it all in the Event.
Alrighty, so I've tried this multiple ways, every way that I can think of, and I just can't seem to get this to work properly; Therefor I am here seeking some insight on how to correct this, or another way to attempt going about this.
So I have 6 zerglings, 1 for each player. I have 6 regions, respectively named PX Ling. I have a trigger set to run on initialization, that should set the regions onto the respective zerglings. When said zerglings die(The only way I could find to run the trigger at this point in time. Any Insights?), the trigger kicks in, subtracting 1 life, running the dialog update, making a respawn timer, recreating a unit, and then reattaching the region.
Now after setting all this up, I've found 2 major problems.
A- The ling death for player 1 trigger runs when anything dies. Any unit, owned by any player. Meaning -1 as well as timers are being spawned for Player 1 when anything dies.
B- The ling respawn shouldn't be working if the lives = 0, but it still is.
I think one problem is with the regions being attached. I at one point added it to spawn a phoenix wherever the region was at the time of the ling death, and they spawned in the same place everytime. That being said, theres multiple problems with this, and I'm at a complete bump on how to get around this. Any insights? Related triggers are as follows:
InitLingRegions
LivesChangeP1
Edit:
It appears that the regions were only being used in a previous attempt, and I tried to switch to to this current Event to trigger it in LivesChangeP1. The question remains the same anyways though.
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Is their any way to make a ground unit have the same "wavy" animation that an air unit has, just going up and down slightly while idle. I've been trying to figure out a way to make them show this, but I'm starting to think that its a hopeless en-devour and that the height variation is embedded into the Model of the unit, rather then a result of the game engine.
If there is any way to do this, even if it involves using a trigger to simply modify the units set height(Which I couldn't find either...); I would greatly appreciate the help.
0
Awhile ago I found a tutorial on youtube that covers your second question, 3 parter. I haven't actually done anything with it, but this explains a system very similar to the WC3 Hero abilities system.
0
No, actually they respawn at a Region named Respawn.
The only reason for the Regions named PX Ling was the last Event I tried to trigger this with was trying to use a command for when a unit died inside said region, since I was having problems defining which zergling belonged to which player.
That being said, my second post fixxed it.
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Answering my own questions. I found another way to attempt while lurking some more.
Link
I'll be trying this way shortly, no reply means it worked.
:/ I really haven't gotten used to trying to set a Event to run the trigger as 'Any unit comes here', while having extra conditions which define the unit. I've been trying to do it all in the Event.
0
Alrighty, so I've tried this multiple ways, every way that I can think of, and I just can't seem to get this to work properly; Therefor I am here seeking some insight on how to correct this, or another way to attempt going about this.
So I have 6 zerglings, 1 for each player. I have 6 regions, respectively named PX Ling. I have a trigger set to run on initialization, that should set the regions onto the respective zerglings. When said zerglings die(The only way I could find to run the trigger at this point in time. Any Insights?), the trigger kicks in, subtracting 1 life, running the dialog update, making a respawn timer, recreating a unit, and then reattaching the region.
Now after setting all this up, I've found 2 major problems.
A- The ling death for player 1 trigger runs when anything dies. Any unit, owned by any player. Meaning -1 as well as timers are being spawned for Player 1 when anything dies.
B- The ling respawn shouldn't be working if the lives = 0, but it still is.
I think one problem is with the regions being attached. I at one point added it to spawn a phoenix wherever the region was at the time of the ling death, and they spawned in the same place everytime. That being said, theres multiple problems with this, and I'm at a complete bump on how to get around this. Any insights? Related triggers are as follows:
InitLingRegions
LivesChangeP1
Edit:
It appears that the regions were only being used in a previous attempt, and I tried to switch to to this current Event to trigger it in LivesChangeP1. The question remains the same anyways though.