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    posted a message on Prevent retreat

    I believe you're looking for Behavior Response on the unit in the data editor.

    There are 3 options. Acquire, Flee and No Response. Acquire tries to engage when attacked, and if it can't, it flees. Flee doesn't even check to see if the attacking unit is attackable and flees. No Response makes the unit stand still when attacked.

    Posted in: Miscellaneous Development
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    posted a message on Terrain Occlusion

    Try Ctrl - T

    Or View - > Show Terrain - > Show Hidden Terrain Cells

    Posted in: Miscellaneous Development
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    posted a message on Fungal Growth

    Cost is changed inside the ability.

    I wouldn't know how to make it do percentage based damage or spread but anything is possible.

    Posted in: Miscellaneous Development
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    posted a message on problems with my teams trigger...

    Is your Event Map initialization? Try changing it to something like time elapsed 1 second and see if it works.

    Disabling Fog of war is a visibility function. Create new action and search for enable/disable visibility and disable fog of war and/or Black Mask.

    Posted in: Miscellaneous Development
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    posted a message on Fungal Growth

    @Zero0018: Go

    It's in the behaviors for FungalGrowth and FungalGrowthMovement

    I believe the first one is the damage and green slime effect and the second is the movement speed debuff. I could be wrong through. I just remember there was some trick to it...

    Posted in: Miscellaneous Development
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    posted a message on Free for all?

    @TheSkunk2: Go

    Go into Map - -> Game Variants.

    If FFA is on the left side, right click it and select Default. If it's not, Click Generate Defaults and it'll show it. Then right click and check Default.

    Posted in: Miscellaneous Development
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    posted a message on Bounty

    @DrPainZ: Go

    It's in the data editor under Combat - Kill Resource.

    sorry, I should clarify this is done on a per unit basis. If you want to do it through triggers, you can do something like Any unit dies, set owner of killing unit's resource +whatever.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Preventing hallucination from triggering "any unit dies" event.

    The thought that unit classification check failed due to the unit being dead had crossed my mind.

    I also messed with the unit filter match but the wording of that trigger is so screwed up I couldn't get it working. I tried excluding hallucination for player triggeringplayer == true and false, I tried required hallucination for triggeringplayer == true and false. I tried excluded/required hallucination for killing player == true/false but nothing seemed to work.

    I created a workaround but I'm not happy with it. I basically made hallucinations invulnerable by going through all the damage on the map and filtering preventing it from targeting hallucinations. This stopped them from getting killed, but I still had to go in the trigger editor make a condition of killing player != Owner of triggering player. This worked but I really had to nerf their duration because a minute long invulnerable unit was a little powerful.

    Actually, I just came up with another solution. I'll just make the hallucination spell summon units that are copies of other units but have a unique name. Then a " triggering unit != unit type" condition will work. This would let me make hallucinations vulnerable to attack again. ty guys.

    Posted in: Miscellaneous Development
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    posted a message on (Solved) Preventing hallucination from triggering "any unit dies" event.

    I thought I was past getting hung up on simple stuff like this..

    I thought the condition I needed was:

    Conditions ((Triggering unit) is Hallucination) == false

    I don't know if it's just the function that's not working, because it didn't work on a cloaked ghost when I set triggering unit is Cloaked either or if I'm just using it wrong or what. I know that hallucinations don't give kill credit so I tried making that the condition but the only place I could call "doesn't give kill credit" is that same unit classification check and it too failed.

    Here's the basic code, stripped of the extra actions that don't matter.

            Unit - Any Unit dies
        Local Variables
        Conditions
            And
                Conditions
                    ((Triggering unit) is Hallucination) != true
                    (Owner of (Triggering unit)) != 15
                    (Owner of (Triggering unit)) != 0
        Actions
            Unit - Create 1 Marine for player ReincarnateBomberVar at (Center of Respawn Zone) using default facing (Ignore Placement)
    
    Posted in: Miscellaneous Development
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    posted a message on [Region] Fast & Easy custom shaped regions

    There's a much easier way to do it than copy/pasting coords.

    Just make a bunch of regions covering the area you want to cover, Select them all and hit Numpad 0, or Edit -> Merge Selection.

    Hope this helps :)

    Posted in: Tutorials
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    posted a message on I just want a simple win condition from a Var[array]

    I have a "Deaths" variable which is an array and it tracks how many times each player has died. I would to have the player that has died the fewest to get a victory and everyone else a loss. The way I've done this is by creating the below trigger. The trigger is then duplicated for EVERY player. To me this seems extremely bloated and there has to be some way to make it smaller.

        Events
            Timer - End Game Timer expires

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            Player Number[10] == Playing
                            Deaths[10] >= Deaths[1]
                            Deaths[10] >= Deaths[2]
                            Deaths[10] >= Deaths[3]
                            Deaths[10] >= Deaths[4]
                            Deaths[10] >= Deaths[5]
                            Deaths[10] >= Deaths[6]
                            Deaths[10] >= Deaths[7]
                            Deaths[10] >= Deaths[8]
                            Deaths[10] >= Deaths[9]
                Then
                    Game - End game in Victory for player 10 (Show dialogs, Show score screen)
                Else
                    Game - End game in Defeat for player 10 (Show dialogs, Show score screen)

    Posted in: Miscellaneous Development
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    posted a message on Diasbling Drag Selection and Right click error message.

    I need to do 2 things and don't know where to look for them.

    First, I need to either disable drag selection or at least hide the box it creates while while moving the mouse with the left button held down.
    Secondly, When I right click without a unit selected, or when I have a unit selected not under my command I get an error message saying no units capable of executing that command or something like that. I need to prevent this error from triggering every time.

    Thanks in Advance.

    Posted in: Miscellaneous Development
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    posted a message on Condition any unit from player x alive

    I'm not sure how to do it directly either. You could do something like Player Properties Supplies used == 0. It should accomplish the same thing if you didn't mess with supply costs in the data editor.

    Doh, Didn't realize this post was 15 days old. Sorry.

    Posted in: Miscellaneous Development
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