Hi, my trigger to open and close the unit " Gate Diagonal BLUR " is not functioning but it functioned perfectly for " Metal Gate Diagonal BLUR " . Why is this???? Help plz
Hi I require to both story dependencies and the melee dependency, however I lose the regular melee tech tree abilities such as morph orbital command and i also get a train firebat and stuff which i don't want. How can i go about restoring the sc2 original melee tech without removing the dependencies which i need for story doodads and triggers. i am not knowledgeable on how to change it via the data editor, sorry, help thx
Oh I see, so how will I go about making a custom missile turret with that upgraded model? Sorry I don't know how to make it using the data editor, can you help me what to do
also, how know how to trigger created units to burrow, but when an enemy player approaches the burrowed hostile (player 15) units, they don't unburrow to attack the player. How can I get them to unburrow when a player approaches them .
i tried the command unburrow trigger but thats not really what i want cause it unburrows right after it burrows, not when a player approaches them to surprise them which i want
my leviathan spawning trigger not working cause of repeat trigger: help: (also how can I make one leviathan spawn at the start of a certain time and then spawn two later on to make the game harder.
Leviathan
Events
Timer - Elapsed time is 10.0 Real Time seconds
Local Variables
Leviathangroup = (Empty unit group) <Unit Group>
Time difference = 1.0 <Real>
BullhornLightsGroup = (Empty unit group) <Unit Group>
Conditions
(Number of Living units in Leviathangroup) == 0
Actions
General - Repeat (Actions) forever
Actions
Visibility - Reveal (Entire map) for player 1 for 0.0 seconds and Do Not check cliff level
Ping - Create a ping for (All players) at (Center of Region 002) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting
4.0 seconds
Ping - Create a ping for (All players) at (Center of Region 003) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting
4.0 seconds
Sound - Play UI_TerranKlaxonAlert for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Unit - Create 1 Leviathan for player 15 at (Random point in Region 004) using default facing (No Options)
Unit Group - Add (Last created unit) to Leviathangroup
Unit - Create 1 Leviathan for player 15 at (Random point in Region 003) using default facing (No Options)
Unit Group - Add (Last created unit) to Leviathangroup
Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Move targeting (Random point in Region 001)) (After Existing Orders)
Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Patrol targeting (Random point in Region 002)) (After Existing Orders)
Unit Group - Pick each unit in (Bullhorn Lights - Destructible units in (Region named "Region 001") owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to BullhornLightsGroup
Unit Group - Pick each unit in (Bullhorn Lights - Destructible units in (Region named "Region 004") owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to BullhornLightsGroup
Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
Actions
Animation - Play Stand Work animation for (Actor for (Picked unit)) as Default, using Play Forever options and Default Time blend time
General - Wait 6.0 Game Time seconds
Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
Actions
Animation - Clear the Default animation for (Actor for (Picked unit))
Hi when I use Repeat Forever, I get the error when I in my map that says something about "took too long extension" or something. I finish the actions with Wait x seconds and change variable to this amount of seconds. what is wrong? I have multiple waits also in my trigger
Hi, how do I find the upgraded missile turret model? Becuase in the units list , even in story dependency mode, there is no upgraded missle turret version, only regular. I also tried to make the upgraded missile turret exist in the list by going through the data editor, but i'm not sure how to do because i cannot find the upgraded missile turret unit in the unit list in the data editor as well.
Hi, how can I create a custom model Destructible Debri using one of the doodad models? I tried making a custom unit and linking that to a New Actor with that same doodad model I want as my new debri unit, but the unit won't show up any model when I place it on the map. Help. Thx
Hi, is there a way to retain the regular SC2 melee settings even with Liberty Story campaign dependecies checked? For example, with the campaign dependency which I need for trigger purposes and additional campaign doodads, I lose my ability to build orbitals and I can train firebats, which is not what I want.
1) Do you know how to make the Neutral slot (default) to be enemies with the hostile (default) but still neutral with both human players? Or is it by default that neutral and hostile will fight? Because I want to add Neutral missile turrets on the map borders to shoot the incoming Hostile Leviathan Unit.
2) Also I tried this trigger:
_____________
Zerg Drop Pod
Events
Timer - Elapsed time is 600.0 Game Time seconds
Timer - Every (Random integer between 250 and 300) seconds of Game Time
Local Variables
Drop Group 1 = (Last created units) <Unit Group>
Conditions
Actions
General - Wait 600.0 Game Time seconds
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit Group - Add all units in (Last created units) to Drop Group 1
Campaign - Create Zerg drop pod at (Random point in Region 001) with (Last created units) (Wait until it finishes)
General - Wait 150.0 Game Time seconds
Unit - Kill (Unit (Count of Any units in (Region named "Region 001") owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) from Drop Group 1)
_____________
But I think it's not working, because the time elapse conflicts with the time periodic event of 250-300 seconds and also the Wait 600 game seconds in Actions is a conflicting entity.
I want the first ten minutes of game time elapsed to make zerg drop pods. then I want that to nullify that and then use 250-300 seconds for the zerg drop pods to come down. Also, if the infested terrans don't get killed by a player, I want them to die automatically in 150 seconds so that the map won't be saturated with infested terrans.
So how can i alter my triggers?
I hope all makes sense
Oh I see, so just use trigger editor to remove the creep behaviors, but not the data editor (Behaviors+) ? Also, does anyone know how I can keep the standard SC2 melee settings even with using the Liberty Story campaign dependencies? I need the Zerg Drop pod trigger to work properly, thus I need the campaign dependency, however, it is screwing up the regular melee settings, so I cannot build a orbital command, I can train firebats from the barracks, etc, which is not what I want.
Also, does anyone know, for my Zerg Drop Pod and Leviathan spawn question on how to make the timer in different unique intervals? In other words for example:
I wish the zerg drop pods to come flying down at the first 10 minutes of the game.
Now, I want the zerg drop pods to come flying down at a 5 minute interval now, since I gave the players a 10 minute handicap to get their armies stronger. Now, the environment will get harsher with a 5 minute interval, a faster dropping of the zerg pods.
Also, if I don't want the timer to be uniform with all the separate regions on the map, is there a way to make a unique timer for each region so that a specific region will drop zerg pods at 5 minutes while the other region will drop zerg pods in 3 minute intervals? And also, how can I make the time intervals flux? Like Region 1 will start at 10 minutes, then 5 minutes, then 3 minutes, then 4 minutes, then 5 minutes again.
Oh okay, so the prevent dissolve death thing is part of the trigger editor and not data editor right? Becuase I thought I had to alter it in the data editor with death models or something, but instead, I mess with the triggers?
Ok I see. Thx. But for 1), I wish to make a custom spine crawler that is invincible and unelectable. So I have to make a new unit based off the original spine crawler right? Also, how can I alter the spine crawler so that is doesn't mess with original stats of the spine crawler that a zerg human player can make. I wish the player 15 spine crawler to be solely it's own separate entity.
1) Also, for the easiest task which is the spine crawler hostile unit which attacks both players, I tried a tutorial online on how to make a custom unit so that the hostile computer spawn crawler doesn't have the same behaviors and data as the regular spine crawler structure that a Zerg player can make. However, when I made my own custom spine crawler (is it a unit or a structure actually? I chose to make it under the "Units" tab and then "Actors". I guess it's a unit because it was in the "Units" tab droplist. But when I did make one, I got an uprooted spine crawler, but I didn't even use the uprooted model for my actor. Also, when I clicked on the regular uprooted spine crawler, it had the same data as my custom spine crawler (I knew since it had the same Art: Scale of 3 as my custom spine crawler) which is weird. Do you think I need to do this in a custom arcade game map and it doesn't work on Melee settings?
Also, when making the hostile player 15, do I need to set a starting location for it and also change the Game Variants to custom teams and not 1v1 Melee? Because technically, there will be 3 players, which includes the computer hostile player 15 along with player 1 and 2 which are the slots for 1v1 players. Thanks!
2) I attempted on creating the Zerg Drop Pod mechanism and these are my triggers:
Untitled Trigger 001
Events
Timer - Every (Random integer between 100 and 101) seconds of Game Time
Local Variables
Conditions
Actions
General - Repeat (Actions) forever
Actions
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit - Create 1 Drop-Pod (Zerg) for player 15 at (Position of (Unit 1 from (Units in (Last created units) within (Triggering region), with at most Any Amount))) using default facing (No Options)
...However, my game freezes when I'm testing to see if the Zerg Drop Pods come down on the map. (I suppose the game freezes when the timer initiates the trigger at 100 - 101 seconds). Is this the incorrect way to do it? I could not find "Create (unit) for (unit group)" . The editor trigger only has things like Create unit facing this point, or unit to unit group, it's weird. Do I need to set my map to arcade mode for the triggers to work?? It's a melee map atm.
0
I should move this too Trigger section, how do I do this??
0
Hi, my trigger to open and close the unit " Gate Diagonal BLUR " is not functioning but it functioned perfectly for " Metal Gate Diagonal BLUR " . Why is this???? Help plz
0
Hi I require to both story dependencies and the melee dependency, however I lose the regular melee tech tree abilities such as morph orbital command and i also get a train firebat and stuff which i don't want. How can i go about restoring the sc2 original melee tech without removing the dependencies which i need for story doodads and triggers. i am not knowledgeable on how to change it via the data editor, sorry, help thx
0
Oh I see, so how will I go about making a custom missile turret with that upgraded model? Sorry I don't know how to make it using the data editor, can you help me what to do
0
also, how know how to trigger created units to burrow, but when an enemy player approaches the burrowed hostile (player 15) units, they don't unburrow to attack the player. How can I get them to unburrow when a player approaches them .
i tried the command unburrow trigger but thats not really what i want cause it unburrows right after it burrows, not when a player approaches them to surprise them which i want
0
my leviathan spawning trigger not working cause of repeat trigger: help: (also how can I make one leviathan spawn at the start of a certain time and then spawn two later on to make the game harder.
Leviathan
Events
Timer - Elapsed time is 10.0 Real Time seconds
Local Variables
Leviathangroup = (Empty unit group) <Unit Group>
Time difference = 1.0 <Real>
BullhornLightsGroup = (Empty unit group) <Unit Group>
Conditions
(Number of Living units in Leviathangroup) == 0
Actions
General - Repeat (Actions) forever
Actions
Visibility - Reveal (Entire map) for player 1 for 0.0 seconds and Do Not check cliff level
Ping - Create a ping for (All players) at (Center of Region 002) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting
4.0 seconds
Ping - Create a ping for (All players) at (Center of Region 003) (using point facing), using model Ping Warning and color (100%, 0%, 0%, 0%), lasting
4.0 seconds
Sound - Play UI_TerranKlaxonAlert for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Unit - Create 1 Leviathan for player 15 at (Random point in Region 004) using default facing (No Options)
Unit Group - Add (Last created unit) to Leviathangroup
Unit - Create 1 Leviathan for player 15 at (Random point in Region 003) using default facing (No Options)
Unit Group - Add (Last created unit) to Leviathangroup
Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Move targeting (Random point in Region 001)) (After Existing Orders)
Unit - Order (Unit (Number of Living units in Leviathangroup) from Leviathangroup) to ( Patrol targeting (Random point in Region 002)) (After Existing Orders)
Unit Group - Pick each unit in (Bullhorn Lights - Destructible units in (Region named "Region 001") owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to BullhornLightsGroup
Unit Group - Pick each unit in (Bullhorn Lights - Destructible units in (Region named "Region 004") owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit Group - Add (Picked unit) to BullhornLightsGroup
Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
Actions
Animation - Play Stand Work animation for (Actor for (Picked unit)) as Default, using Play Forever options and Default Time blend time
General - Wait 6.0 Game Time seconds
Unit Group - Pick each unit in BullhornLightsGroup and do (Actions)
Actions
Animation - Clear the Default animation for (Actor for (Picked unit))
General - Wait 20.0 Real Time seconds
0
Hi when I use Repeat Forever, I get the error when I in my map that says something about "took too long extension" or something. I finish the actions with Wait x seconds and change variable to this amount of seconds. what is wrong? I have multiple waits also in my trigger
0
Hi, how do I find the upgraded missile turret model? Becuase in the units list , even in story dependency mode, there is no upgraded missle turret version, only regular. I also tried to make the upgraded missile turret exist in the list by going through the data editor, but i'm not sure how to do because i cannot find the upgraded missile turret unit in the unit list in the data editor as well.
0
Hi, how can I create a custom model Destructible Debri using one of the doodad models? I tried making a custom unit and linking that to a New Actor with that same doodad model I want as my new debri unit, but the unit won't show up any model when I place it on the map. Help. Thx
0
Hi, is there a way to retain the regular SC2 melee settings even with Liberty Story campaign dependecies checked? For example, with the campaign dependency which I need for trigger purposes and additional campaign doodads, I lose my ability to build orbitals and I can train firebats, which is not what I want.
0
1) Do you know how to make the Neutral slot (default) to be enemies with the hostile (default) but still neutral with both human players? Or is it by default that neutral and hostile will fight? Because I want to add Neutral missile turrets on the map borders to shoot the incoming Hostile Leviathan Unit.
2) Also I tried this trigger:
_____________ Zerg Drop Pod
Events
Timer - Elapsed time is 600.0 Game Time seconds
Timer - Every (Random integer between 250 and 300) seconds of Game Time
Local Variables
Drop Group 1 = (Last created units) <Unit Group>
Conditions
Actions
General - Wait 600.0 Game Time seconds
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit Group - Add all units in (Last created units) to Drop Group 1
Campaign - Create Zerg drop pod at (Random point in Region 001) with (Last created units) (Wait until it finishes)
General - Wait 150.0 Game Time seconds
Unit - Kill (Unit (Count of Any units in (Region named "Region 001") owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) from Drop Group 1)
_____________ But I think it's not working, because the time elapse conflicts with the time periodic event of 250-300 seconds and also the Wait 600 game seconds in Actions is a conflicting entity.
I want the first ten minutes of game time elapsed to make zerg drop pods. then I want that to nullify that and then use 250-300 seconds for the zerg drop pods to come down. Also, if the infested terrans don't get killed by a player, I want them to die automatically in 150 seconds so that the map won't be saturated with infested terrans.
So how can i alter my triggers? I hope all makes sense
0
Oh I see, so just use trigger editor to remove the creep behaviors, but not the data editor (Behaviors+) ? Also, does anyone know how I can keep the standard SC2 melee settings even with using the Liberty Story campaign dependencies? I need the Zerg Drop pod trigger to work properly, thus I need the campaign dependency, however, it is screwing up the regular melee settings, so I cannot build a orbital command, I can train firebats from the barracks, etc, which is not what I want.
Also, does anyone know, for my Zerg Drop Pod and Leviathan spawn question on how to make the timer in different unique intervals? In other words for example:
I wish the zerg drop pods to come flying down at the first 10 minutes of the game.
Now, I want the zerg drop pods to come flying down at a 5 minute interval now, since I gave the players a 10 minute handicap to get their armies stronger. Now, the environment will get harsher with a 5 minute interval, a faster dropping of the zerg pods.
Also, if I don't want the timer to be uniform with all the separate regions on the map, is there a way to make a unique timer for each region so that a specific region will drop zerg pods at 5 minutes while the other region will drop zerg pods in 3 minute intervals? And also, how can I make the time intervals flux? Like Region 1 will start at 10 minutes, then 5 minutes, then 3 minutes, then 4 minutes, then 5 minutes again.
Sorry for horrible organization.
0
Oh okay, so the prevent dissolve death thing is part of the trigger editor and not data editor right? Becuase I thought I had to alter it in the data editor with death models or something, but instead, I mess with the triggers?
0
Ok I see. Thx. But for 1), I wish to make a custom spine crawler that is invincible and unelectable. So I have to make a new unit based off the original spine crawler right? Also, how can I alter the spine crawler so that is doesn't mess with original stats of the spine crawler that a zerg human player can make. I wish the player 15 spine crawler to be solely it's own separate entity.
0
1) Also, for the easiest task which is the spine crawler hostile unit which attacks both players, I tried a tutorial online on how to make a custom unit so that the hostile computer spawn crawler doesn't have the same behaviors and data as the regular spine crawler structure that a Zerg player can make. However, when I made my own custom spine crawler (is it a unit or a structure actually? I chose to make it under the "Units" tab and then "Actors". I guess it's a unit because it was in the "Units" tab droplist. But when I did make one, I got an uprooted spine crawler, but I didn't even use the uprooted model for my actor. Also, when I clicked on the regular uprooted spine crawler, it had the same data as my custom spine crawler (I knew since it had the same Art: Scale of 3 as my custom spine crawler) which is weird. Do you think I need to do this in a custom arcade game map and it doesn't work on Melee settings?
Also, when making the hostile player 15, do I need to set a starting location for it and also change the Game Variants to custom teams and not 1v1 Melee? Because technically, there will be 3 players, which includes the computer hostile player 15 along with player 1 and 2 which are the slots for 1v1 players. Thanks!
2) I attempted on creating the Zerg Drop Pod mechanism and these are my triggers:
Untitled Trigger 001
Events
Timer - Every (Random integer between 100 and 101) seconds of Game Time
Local Variables
Conditions
Actions
General - Repeat (Actions) forever
Actions
Unit - Create 5 Infested Terran (From Terran Infestation Rupture) for player 15 at (Random point in Region 001) using default facing (No Options)
Unit - Create 1 Drop-Pod (Zerg) for player 15 at (Position of (Unit 1 from (Units in (Last created units) within (Triggering region), with at most Any Amount))) using default facing (No Options)
...However, my game freezes when I'm testing to see if the Zerg Drop Pods come down on the map. (I suppose the game freezes when the timer initiates the trigger at 100 - 101 seconds). Is this the incorrect way to do it? I could not find "Create (unit) for (unit group)" . The editor trigger only has things like Create unit facing this point, or unit to unit group, it's weird. Do I need to set my map to arcade mode for the triggers to work?? It's a melee map atm.