Hokay so I've got 2 teams on my map. Each player plays a role in the team and can select that role in the lobby. The opposing team has the same roles to choose from. So it's like
Team 1:
Attacker,
Midfield,
Defender
Team 2:
Attacker,
Midfield,
Defender
The straightforward answer would be to make those 6 values in the attribute and set it to first come first serve right? job done. unfortunately I can't get away with that, because that would allow two attackers or two defenders on one team and that's not cricket. I can't figure out how to set this up so you can only have one of each role for the two teams. Has anyone figured this out or is an ingame approach the best way to go?
An upgrade is a pretty good way of doing it. I assume he means it's a tab of the data editor, but I dunno. I've not done upgrades before but I quickly looked at them for you. You might be able to set Max Level to higher than 1, then in the Events +, add an event that increases the cost of the upgrade itself. And then add a trigger that on Unit Death, If Unit Type == Engy Industry, Reduce Upgrade Level by 1 or whatever.
If upgrades don't work you could do a stackable buff and use triggers to apply that to every unit or whatever, but Upgrades would be 300 times more elegant and better.
Does the command card have the patrol on it? It's gotta be an Ability Command type with the ability Move and with the command Patrol.
EDIT: If you meant how do you do it in triggers, then I'm guessing you do an Issue Order action and change the thingy "Issue Order With No Target" to Issue an Order Targetting A Point and select patrol or move or whatever it is.
oops and in classic me-style i solved it as soon as i posted this. Xel'Naga Hull Reactor has an actor, that actor has a footprint. remove it. thanks everybody.
I've read heaps of threads about /adding/ collision over a doodad but Xel'Naga Hull Reactor has collision and I want to remove it, so units just pass through, but I cannot figure out how for the life of me.
You could turn on the flag AI Always a Threat in the unit thing. It makes the AI always target over any other unit, like medivacs. But I dunno for sure if this fixes your problem.
Unit - Issue an Order. Then in the thingy down the bottom change the bit where it says Issue Order with No Target, to Issue Order Targetting a Point, find the closest mineral patch and order it to Mine/Gather (i imagine) there.
This is the same problem everybody's having. Players are assigned their number based on the order they join in. So if I join when there's 10 players in the lobby, I become player 11 and even if I move into team 1 and sit in the second slot, I'm still player 11. Locking the teams forces people to sit in the slot they were assigned which should be the same as the order they join in, so that works as you found out.
This wouldn't be so bad if you could get some information about the lobby in the trigger system and reconstruct things there, but you can't. So you basically have to find a way of re-doing alliances in game, even going out of your way to repick teams again if you want to give players the ability to choose their teams. That's what I understand of it and am basically re-doing the lobby in game to fix it :/. Blame blizz. It sucks.
Wait wasn't very accurate in war3, it was much better to use/re-use timers for everything that needed to be exactly timed, like cinematics. You will probably get equally accurate results out of timers in sc2 as well. But I don't know if wait blocks exist in sc2 sorry.
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Hokay so I've got 2 teams on my map. Each player plays a role in the team and can select that role in the lobby. The opposing team has the same roles to choose from. So it's like
The straightforward answer would be to make those 6 values in the attribute and set it to first come first serve right? job done. unfortunately I can't get away with that, because that would allow two attackers or two defenders on one team and that's not cricket. I can't figure out how to set this up so you can only have one of each role for the two teams. Has anyone figured this out or is an ingame approach the best way to go?
0
An upgrade is a pretty good way of doing it. I assume he means it's a tab of the data editor, but I dunno. I've not done upgrades before but I quickly looked at them for you. You might be able to set Max Level to higher than 1, then in the Events +, add an event that increases the cost of the upgrade itself. And then add a trigger that on Unit Death, If Unit Type == Engy Industry, Reduce Upgrade Level by 1 or whatever.
If upgrades don't work you could do a stackable buff and use triggers to apply that to every unit or whatever, but Upgrades would be 300 times more elegant and better.
0
DoTa itself has AI maps, maybe you could open one of them if they're unlocked...
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Does the command card have the patrol on it? It's gotta be an Ability Command type with the ability Move and with the command Patrol.
EDIT: If you meant how do you do it in triggers, then I'm guessing you do an Issue Order action and change the thingy "Issue Order With No Target" to Issue an Order Targetting A Point and select patrol or move or whatever it is.
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oops and in classic me-style i solved it as soon as i posted this. Xel'Naga Hull Reactor has an actor, that actor has a footprint. remove it. thanks everybody.
0
I've read heaps of threads about /adding/ collision over a doodad but Xel'Naga Hull Reactor has collision and I want to remove it, so units just pass through, but I cannot figure out how for the life of me.
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great info thanks soul
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You could turn on the flag AI Always a Threat in the unit thing. It makes the AI always target over any other unit, like medivacs. But I dunno for sure if this fixes your problem.
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Unit - Issue an Order. Then in the thingy down the bottom change the bit where it says Issue Order with No Target, to Issue Order Targetting a Point, find the closest mineral patch and order it to Mine/Gather (i imagine) there.
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This is the same problem everybody's having. Players are assigned their number based on the order they join in. So if I join when there's 10 players in the lobby, I become player 11 and even if I move into team 1 and sit in the second slot, I'm still player 11. Locking the teams forces people to sit in the slot they were assigned which should be the same as the order they join in, so that works as you found out.
This wouldn't be so bad if you could get some information about the lobby in the trigger system and reconstruct things there, but you can't. So you basically have to find a way of re-doing alliances in game, even going out of your way to repick teams again if you want to give players the ability to choose their teams. That's what I understand of it and am basically re-doing the lobby in game to fix it :/. Blame blizz. It sucks.
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I don't think this is possible. What maps did you see it in? I'm making a complicated in-game lobby system just to get around this.
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Wait wasn't very accurate in war3, it was much better to use/re-use timers for everything that needed to be exactly timed, like cinematics. You will probably get equally accurate results out of timers in sc2 as well. But I don't know if wait blocks exist in sc2 sorry.
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bump
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You could give the attacking unit an invisible buff and use a validator to check for it? There's probably a better way though.
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That is awesome. You could put a pathing blocker behind it...