Here's what I'm trying to do. I have a hellion which I control with WASD movement. Mouse cursor is disabled.
What I want to do, is that when I press the spacebar, the hellion uses his weapon (so the flamethrower), shoots in front of him...and if there's anything there it takes damage.
How would I go about doing this? I've search all over and can't seem to find anything that would give me ideas on how to do this.
While I agree that the activity does spike a little, but battle.net should handle that no problem. All it is it's my unit pathing from point to point. And the activity isn't showing in the beggining because there is not a wave , and it will still stuter.
@Bibendus:
I tried doing just a Melee load screen with Wait For Key, but as soon as I get in it says You've Been dropped... So I can't even test if that fixes it, seems like it just wont let me play...I'll do a couple more tests...this is really bothering me.
Trying to figure out what I did wrong here. My map plays perfectly fine solo, but as soon as I hit it up in Battle.net with multiplay it has really bad stutter which affect movement/camera speed. The UI stays perfectly fine though.
I tried playing with font size or font color but it's still not coming up. If I continue scratching my head I think I'm gonna hit the brain pretty soon.
Hey guys...I'm trying to make a leaderboard that shows the amount of lives left for each teams. The progress bar comes up fine, but the text besides it doesn't come up.
Any idea why?
Leaderboard - Create a leaderboard with 2 columns and 3 rows, with the name "Team Lives", and using (100%, 100%, 100%) color.
Variable - Set Leaderboard = (Last created leaderboard)
Leaderboard - Set Leaderboard item text at column 1 and row 1 to "Team 1"
Leaderboard - Set Leaderboard item text at column 1 and row 2 to "Team 2"
Leaderboard - Set Leaderboard item text color at column 1 and row 1 to (100%, 0%, 0%)
Leaderboard - Set Leaderboard item text color at column 1 and row 2 to (0%, 0%, 100%)
Leaderboard - Show progress bar for Leaderboard item at column 2 and row 1
Leaderboard - Show progress bar for Leaderboard item at column 2 and row 2
Leaderboard - Set (Last created leaderboard) item progress bar at column 2 and row 1 to range from 0.0 to 100.0
Leaderboard - Set (Last created leaderboard) item progress value at column 2 and row 1 to 100.0
Leaderboard - Set (Last created leaderboard) item progress bar at column 2 and row 2 to range from 0.0 to 100.0
Leaderboard - Set (Last created leaderboard) item progress value at column 2 and row 2 to 100.0
Leaderboard - Set width of 1 column in Leaderboard to Automatic (% of the screen)
Leaderboard - Set width of 2 column in Leaderboard to Automatic (% of the screen)
Leaderboard - Set Leaderboard item alignment at column 1 and row All Rows to Left
Well, I was able to make it work using something a little bit different. Here's the code in case it helps somebody! (Had to create 2 different triggers)
-------------------------------START OF TRIGGER DIES------------------------------------------------------
Dies
Events
Unit - Any Unit dies
Local Variables
Trigunit = No Unit <Unit>
ThisOwner = 0 <Integer>
ThisUnitType = No Game Link <Game Link - Unit>
Conditions
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 8
Actions
Variable - Set ThisOwner = (Owner of (Triggering unit))
Variable - Set Trigunit = (Triggering unit)
Variable - Set ThisUnitType = (Unit type of (Triggering unit))
General - If (Conditions) then do (Actions) else do (Actions)
If
Trigunit == Heroes[ThisOwner]
Then
Variable - Set Owner of Unit = ThisOwner
Variable - Set Unit Type = ThisUnitType
Trigger - Run Respawn (Ignore Conditions, Don't Wait until it finishes)
Else
-------------------------------END OF TRIGGER------------------------------------------------------
-------------------------------START OF TRIGGER RESPAWN------------------------------------------------------
Respawn
Events
Local Variables
ThisOwner = 0 <Integer>
ThisUnitType = No Game Link <Game Link - Unit>
Conditions
(Triggering unit) == Heroes[1]
Or
Conditions
(Triggering unit) == Heroes[2]
Actions
Variable - Set ThisUnitType = Unit Type
Variable - Set ThisOwner = Owner of Unit
General - If (Conditions) then do (Actions) else do (Actions)
If
RepickBool[(Owner of (Triggering unit))] == false
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 4
Then
UI - Display (Combine ("Team 1 : ", (Name of player (Triggering player)), " has died. 10 seconds before respaw...")) for (All players) to Subtitle area
General - Wait 10.0 Game Time seconds
Unit - Create 1 ThisUnitType for player ThisOwner at (Center of SpawnTeam1) facing Point 001 (No Options)
Variable - Set Heroes[ThisOwner] = (Last created unit)
Camera - Pan the camera for player ThisOwner to ((Center of SpawnTeam1) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 5
And
Conditions
(Owner of (Triggering unit)) <= 8
Then
UI - Display (Combine ("Team 2 : ", (Name of player (Triggering player)), " has died. 10 seconds before respaw...")) for (All players) to Subtitle area
General - Wait 10.0 Game Time seconds
Unit - Create 1 ThisUnitType for player ThisOwner at (Center of SpawnTeam2) facing Point 001 (No Options)
Variable - Set Heroes[ThisOwner] = (Last created unit)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam2) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
Else
Variable - Set RepickBool[(Owner of (Triggering unit))] = false
-------------------------------END OF TRIGGER------------------------------------------------------
Hey guys, trying to remake the enfos map from Warcraft III..and I'm hitting a brick wall here.
I can't seem to get my respawn feature to work when a hero dies.
Here's how I built it :
I have an array of Units :
Heroes = No Unit <Unit[8]>
Which when the unit is selected I set using this (EXAMPLE) :
Unit - Create 1 Unit for player (Triggering player) at (Center of SpawnTeam1) facing 270.0 degrees (No Options)
Variable - Set Heroes[(Owner of (Triggering unit))] = (Last created unit)
So for the respawn feature, I created a trigger DIES that monitors the unit death...but it never seems to fire. Any help is apreciated. Here is that trigger :
**Variable Array REPICKBOOL is true only when the player decides to use the -repick option..I do no want to respawn unit when repick is selected
Dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Triggering unit) == Heroes[1]
Or
Conditions
(Triggering unit) == Heroes[2]
Or
Conditions
(Triggering unit) == Heroes[3]
Or
Conditions
(Triggering unit) == Heroes[4]
Or
Conditions
(Triggering unit) == Heroes[5]
Or
Conditions
(Triggering unit) == Heroes[6]
Or
Conditions
(Triggering unit) == Heroes[7]
Or
Conditions
(Triggering unit) == Heroes[8]
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
RepickBool[(Owner of (Triggering unit))] == false
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 4
Then
General - Wait 10.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at (Center of SpawnTeam1) facing (Position of (Triggering unit)) (No Options)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam1) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 5
And
Conditions
(Owner of (Triggering unit)) <= 8
Then
General - Wait 10.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at (Center of SpawnTeam2) facing (Position of (Triggering unit)) (No Options)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam2) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
Else
0
Hi guys,
Here's what I'm trying to do. I have a hellion which I control with WASD movement. Mouse cursor is disabled.
What I want to do, is that when I press the spacebar, the hellion uses his weapon (so the flamethrower), shoots in front of him...and if there's anything there it takes damage.
How would I go about doing this? I've search all over and can't seem to find anything that would give me ideas on how to do this.
Thanks in advance!
0
@Klishu
While I agree that the activity does spike a little, but battle.net should handle that no problem. All it is it's my unit pathing from point to point. And the activity isn't showing in the beggining because there is not a wave , and it will still stuter.
@Bibendus:
I tried doing just a Melee load screen with Wait For Key, but as soon as I get in it says You've Been dropped... So I can't even test if that fixes it, seems like it just wont let me play...I'll do a couple more tests...this is really bothering me.
0
@Klishu:
It lags while playing as well. I'll try to enable the Wait for Key see if that makes a difference.
0
Hey guys,
Trying to figure out what I did wrong here. My map plays perfectly fine solo, but as soon as I hit it up in Battle.net with multiplay it has really bad stutter which affect movement/camera speed. The UI stays perfectly fine though.
If anyone can try it and maybe has seen this problem before, I've uploaded it publicly and unlocked through Battle.net, Hero Team Survival, or you can download here : http://www.sc2mapster.com/maps/enfos/files/22-hero-team-survival/
Any help would be greatly appreciated.
EDIT : Actually, if I play it solo over battle.net it also has horrible stutter. It only works fine when I play localy from the editor .
/cry
0
@WhiskeeGX: Go
Thanks for the reply WhiskeeGX.
Tried your suggestion , but results are still the same unfortunately. :(
0
@senatorsfc: Go
Shamefull bump.
I tried playing with font size or font color but it's still not coming up. If I continue scratching my head I think I'm gonna hit the brain pretty soon.
0
Hey guys...I'm trying to make a leaderboard that shows the amount of lives left for each teams. The progress bar comes up fine, but the text besides it doesn't come up.
Any idea why?
Leaderboard - Create a leaderboard with 2 columns and 3 rows, with the name "Team Lives", and using (100%, 100%, 100%) color.
Variable - Set Leaderboard = (Last created leaderboard)
Leaderboard - Set Leaderboard item text at column 1 and row 1 to "Team 1"
Leaderboard - Set Leaderboard item text at column 1 and row 2 to "Team 2"
Leaderboard - Set Leaderboard item text color at column 1 and row 1 to (100%, 0%, 0%)
Leaderboard - Set Leaderboard item text color at column 1 and row 2 to (0%, 0%, 100%)
Leaderboard - Show progress bar for Leaderboard item at column 2 and row 1
Leaderboard - Show progress bar for Leaderboard item at column 2 and row 2
Leaderboard - Set (Last created leaderboard) item progress bar at column 2 and row 1 to range from 0.0 to 100.0
Leaderboard - Set (Last created leaderboard) item progress value at column 2 and row 1 to 100.0
Leaderboard - Set (Last created leaderboard) item progress bar at column 2 and row 2 to range from 0.0 to 100.0
Leaderboard - Set (Last created leaderboard) item progress value at column 2 and row 2 to 100.0
Leaderboard - Set width of 1 column in Leaderboard to Automatic (% of the screen)
Leaderboard - Set width of 2 column in Leaderboard to Automatic (% of the screen)
Leaderboard - Set Leaderboard item alignment at column 1 and row All Rows to Left
Here's what it looks like :
http://i786.photobucket.com/albums/yy145/senatorsfc/Screenshot005.jpg
0
@ProxyTooMuch: Go
Thank you!! This is great...
0
@Moooyaah: Go
Thanks for your help Moooyaah ;)
Thanks for explaining why it didn't work..I didn't know the reference to triggering player and such were lost after a Wait command! The more you know!
0
Well, I was able to make it work using something a little bit different. Here's the code in case it helps somebody! (Had to create 2 different triggers)
-------------------------------START OF TRIGGER DIES------------------------------------------------------
Dies
Events
Unit - Any Unit dies
Local Variables
Trigunit = No Unit <Unit>
ThisOwner = 0 <Integer>
ThisUnitType = No Game Link <Game Link - Unit>
Conditions
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 8
Actions
Variable - Set ThisOwner = (Owner of (Triggering unit))
Variable - Set Trigunit = (Triggering unit)
Variable - Set ThisUnitType = (Unit type of (Triggering unit))
General - If (Conditions) then do (Actions) else do (Actions)
If
Trigunit == Heroes[ThisOwner]
Then
Variable - Set Owner of Unit = ThisOwner
Variable - Set Unit Type = ThisUnitType
Trigger - Run Respawn (Ignore Conditions, Don't Wait until it finishes)
Else
-------------------------------END OF TRIGGER------------------------------------------------------
-------------------------------START OF TRIGGER RESPAWN------------------------------------------------------
Respawn
Events
Local Variables
ThisOwner = 0 <Integer>
ThisUnitType = No Game Link <Game Link - Unit>
Conditions
(Triggering unit) == Heroes[1]
Or
Conditions
(Triggering unit) == Heroes[2]
Actions
Variable - Set ThisUnitType = Unit Type
Variable - Set ThisOwner = Owner of Unit
General - If (Conditions) then do (Actions) else do (Actions)
If
RepickBool[(Owner of (Triggering unit))] == false
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 4
Then
UI - Display (Combine ("Team 1 : ", (Name of player (Triggering player)), " has died. 10 seconds before respaw...")) for (All players) to Subtitle area
General - Wait 10.0 Game Time seconds
Unit - Create 1 ThisUnitType for player ThisOwner at (Center of SpawnTeam1) facing Point 001 (No Options)
Variable - Set Heroes[ThisOwner] = (Last created unit)
Camera - Pan the camera for player ThisOwner to ((Center of SpawnTeam1) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 5
And
Conditions
(Owner of (Triggering unit)) <= 8
Then
UI - Display (Combine ("Team 2 : ", (Name of player (Triggering player)), " has died. 10 seconds before respaw...")) for (All players) to Subtitle area
General - Wait 10.0 Game Time seconds
Unit - Create 1 ThisUnitType for player ThisOwner at (Center of SpawnTeam2) facing Point 001 (No Options)
Variable - Set Heroes[ThisOwner] = (Last created unit)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam2) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
Else
Variable - Set RepickBool[(Owner of (Triggering unit))] = false
-------------------------------END OF TRIGGER------------------------------------------------------
0
Hey guys, trying to remake the enfos map from Warcraft III..and I'm hitting a brick wall here.
I can't seem to get my respawn feature to work when a hero dies.
Here's how I built it :
I have an array of Units :
Heroes = No Unit <Unit[8]>
Which when the unit is selected I set using this (EXAMPLE) :
Unit - Create 1 Unit for player (Triggering player) at (Center of SpawnTeam1) facing 270.0 degrees (No Options)
Variable - Set Heroes[(Owner of (Triggering unit))] = (Last created unit)
So for the respawn feature, I created a trigger DIES that monitors the unit death...but it never seems to fire. Any help is apreciated. Here is that trigger :
**Variable Array REPICKBOOL is true only when the player decides to use the -repick option..I do no want to respawn unit when repick is selected
Dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Triggering unit) == Heroes[1]
Or
Conditions
(Triggering unit) == Heroes[2]
Or
Conditions
(Triggering unit) == Heroes[3]
Or
Conditions
(Triggering unit) == Heroes[4]
Or
Conditions
(Triggering unit) == Heroes[5]
Or
Conditions
(Triggering unit) == Heroes[6]
Or
Conditions
(Triggering unit) == Heroes[7]
Or
Conditions
(Triggering unit) == Heroes[8]
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
RepickBool[(Owner of (Triggering unit))] == false
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 1
And
Conditions
(Owner of (Triggering unit)) <= 4
Then
General - Wait 10.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at (Center of SpawnTeam1) facing (Position of (Triggering unit)) (No Options)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam1) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Owner of (Triggering unit)) >= 5
And
Conditions
(Owner of (Triggering unit)) <= 8
Then
General - Wait 10.0 Game Time seconds
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at (Center of SpawnTeam2) facing (Position of (Triggering unit)) (No Options)
Camera - Pan the camera for player (Triggering player) to ((Center of SpawnTeam2) facing 270.0 degrees) over 1.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Else
Else
Any help would be AWESOMELY apreciated!
Thank you very much.