You would need to create a model in 3ds max. I am not sure if the current exporter can handle the particular type of model needed to make a decal, you would have better luck asking in the thread in the art forum.
You're right I was thrown off by the fact that you put Turn Current Trigger On at the end of every trigger and thought you were doing something else. You realize that there is absolutely no reason for doing that?
Hi, so basically, when a unit enters a specific region, it spawns units at another region every 15 seconds. I tried to make these as two separate triggers, so have one trigger create units every 15 seconds, and the other one call this trigger when a unit enters the area. But when you call a trigger, it ignores its event, so in my case it only spawns the units once. Any ideas?
Use a create persistent effect to change the target point (using the periodic offset field, a very handy trick) or change the mover for the projectile so it's thrown instead of guided.
A region can be attached to the unit in which case the region actually follows the unit around (so that the unit is always at the center point of the region.) That's what that's for. So it will not do what you want it to do.
Instead you will need to use one of the actions under Unit Group such as "Units In Region Matching Condition" and then iterate through the units in the resulting unit group.
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Here's an example from one of my maps:
ActorCreation
RefSet ::global.ChannelerBeamTarget ::self
Now from any other actor I can reference "::global.ChannelerBeamTarget" to get that actor.
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You could just import a female draenei model from WoW and then erase the face.
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You would need to create a model in 3ds max. I am not sure if the current exporter can handle the particular type of model needed to make a decal, you would have better luck asking in the thread in the art forum.
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Perhaps the problem is that the Immortal does not shoot lasers.
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No, it's not possible. The game UI always reverts to the default command card after a button is clicked.
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@Feldeat: Go
You're right I was thrown off by the fact that you put Turn Current Trigger On at the end of every trigger and thought you were doing something else. You realize that there is absolutely no reason for doing that?
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Not that I don't appreciate needless complexity but how about:
Unit Enters Region Turn Spawn Stuff On
Unit Leaves Region Turn Spawn Stuff Off
Spawn Stuff Every 15 seconds Create unit
Nothing wrong with your rube goldberg machine, though.
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You have to create the timer window.
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@Wazzalisk: Go
The attach method.
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Turn Trigger Off/On
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Doodads.
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Use a create persistent effect to change the target point (using the periodic offset field, a very handy trick) or change the mover for the projectile so it's thrown instead of guided.
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A region can be attached to the unit in which case the region actually follows the unit around (so that the unit is always at the center point of the region.) That's what that's for. So it will not do what you want it to do.
Instead you will need to use one of the actions under Unit Group such as "Units In Region Matching Condition" and then iterate through the units in the resulting unit group.
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Skyboxes are not lit.
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That doesn't change anything. The launch missile effect will not run if its validators fail.