@ZMilla93
That worked well, but for some reason, when the unit goes to region2 where the movement speed is reset, it still gets one instance of a slowdown right after and then stops.
I think it may be because the time waiting isn't stopped, so even if the unit enters region1, the 3 seconds delay will still count down.
I'm not sure how to fix that a clean way, but I patched it by setting a trigger with:
Event - Unit property (movement speed max) changed
Condition - decreased to less than standard & is in region1
Action - Set to standard movement speed max.
It's the patch that works. But then if I make like marauders, I come back to the same problem of: how do you ignore triggers with things your doing for specific events and/or units?
*Is there an actions that would be something like: "Make Unit/Player Immune to Trigger" with duration, while, and things like that that you could add to it?
@Doomedearti
I see what you're saying, I'm just a little lazy to do that right now :P but seems like a very good clever solution. I hope there's a way to do it with triggers alone though, I would think it's possible.
So I have a trigger that goes off when a unit enters a region that causes the units movement speed decrease every 3 seconds by an amount and if it enters another area, that its movement speed is set back to normal.
The issue is that setting it back doesn't "disable" the trigger that periodically slows down the unit. Is there a way to "stop trigger" non-globally or a clever way of setting up run/stop actions that would make this work?
p.s. Or is there a way to make this "Repeat Action forever" work differently?
[
Events:
Unit - Any Unit Enters Region1
Unit - Any Unit Enters Region2
Conditions:
(Owner of (Trriggering unit)) == 1
Actions:
General - If (Conditions) then do (Actions) else do (Actions)
- If
((Triggering unit) is in region1) == True
- Then
Unit - Set (Triggering unit) Movement Speed Max to ((Unit type of (Triggering unit)) Movement Speed)
- Else
- General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) is in region2) == True
Then
General - Repeat (Actions) forever
Actions
Timer - Start (New timer) as a One Shot timer that will elxpire in 3.0 Game Time seconds
General - Wait for (Last started timer) to have 0.0 seconds Remaining
Unit - Set (Triggering unit) Movement Speed Max to (((Triggering unit) Movement Speed Max (Current)) * 0.9)
Timer - Restart (Last started timer)
Else
@ezbeats not sure what you mean and seems kind of tedious.
I figured it out!! I've been looking at multiple forum posts about this very problem. It's easily done w/ triggers.
"Unit is Created" event means that when you refer to Triggering Unit, you're referring to the unit that created the unit, and to refer to the created unit use created unit ofc, so:
Event: Unit - Any Unit creates a unit with ability Any or behavior No Game Link
Action: Unit - Order (Created Unit) to ( Move targeting ( Rally point of target point for point 1 with target 1 for (Triggering Unit))) (Replacing Existing Orders)
To break that down for you to not waste time finding the right inputs:
Issue Order;
Order: Order Targeting Point;
Ability Command: Move;
Target Point: Unit Rally Point Target Point;
Point: 1;
Target: 1;
Unit: Triggering Unit;
Hope this helps whoever runs into this problem to save them the time :)
Ok, I figured it out. I didn't find a supply validator, but I missed the "Player Compare Food Available" and 2 others, same but Food Made and Food Used in the types. If you set available comparison type to "Greater than" and "0", and that will return true until you are supply blocked.
Which type of validator should I use if I want a building that spawns units as a periodic behavior to become disabled and stop spawning if the supply cap is reached (aka player is supply blocked)? Because if you don't have that in place, the building will continue making units regardless of your supply ceiling and I don't want that happening.
I'm not very good w/ validators in general and what info goes where in the different type, so if I could get an explanation on the where-what input as well, that would be awesome!
side not:
I also tried to do this with a trigger:
Event - Any Unit creates a unit with ability Any or behavior No Game Link
Condition - ( Player ( Owner of ( Triggering Unit ) ) Supplies Used ) >= ( Player ( Owner of ( Triggering Unit ) ) Supplies Limit )
Action - Remove 1 "periodic unit spawning behavior" from ( ????? )
and that's where I get stuck, because I want that to be the unit creating the triggering unit from the event, but I can't find a way to do that.
I have no idea how to use variables in the triggers module so if that's the best way to do it, I'd need a step by step :/
How about setting rotation? I see the "Set rotaiton" option for event upon creating the actor, but it doesn't have value setting, and the others like for pitch isn't working for some reason.
Omg! Thank you! I never usually mess with the actor>events so I didn't think to search there for an answer.
You go there and you add an event "Model Swap" and change it to whatever actor (same one if the same as the one being created) and change variation number to a number like 2. (for those stumbling on same problem^)
Oh ok. I was trying to do custom pathing, but looks like using Pathing Blocks is the basic way, plus merging selections for easy moving things around. I thought you could customize merge shapes of regions and make regions into path blocks this way making custom footprints however you like. If that is possible, that's what I'm trying to find out how to do.
I've made a custom unit linked to a doodad, but the doodad has many variations, but I only want one of those variations to always appear when the unit is being created by the player, but I can't seem to make that work.
I tried doing this with triggers (Set Unit Model Variation) and giving value (ex: 2) for the variation I always want and leaving texture blank, but that hasn't worked.
(I have set the model to the variation I want and that has worked on some of the units, but for this one I can't edit the model/actor bc otherwise it gives me crap about not having the model, etc for some reason).
(I can't seem to find anywhere an answer to this, which I would assume is an easy way of doing this)
How do you set regions to models??
I want to set a custom footprint's shape to a model, but I want to make a custom model so I can use custom footprints. The obvious way of doing this I see is making regions that you need for each doodad, and just putting them all over the map where you need them for the doodads and then making custom footprints for each one accordingly, but I can't seem to find a way to apply regions to models.
I'm trying to make a map with different places where maybe the forrest is where you can hide your units/army and other places w/ caves and temples, so some of the doodads will have pathing footprints while others won't.
Buffs are confusing for me :P and no I don't want it to be a drop, I'd like it to work right away just like how for example Zone Control 4 has you earn minerals for killing enemy marines, I want the reverse to work when your marine dies to an enemy marine, you gain gas. Thanks for the idea tho
Ok that makes sense.
I made the trigger, added event "Unit - any unit dies" (not sure how to change that to an scv)
Conditions would be "and", then this is where I'm totally lost xD
I'm not so good with triggers, could you walk me through making this trigger?
0
@ZMilla93:
Awesome, that makes sense, thanks!
0
@ZMilla93
That worked well, but for some reason, when the unit goes to region2 where the movement speed is reset, it still gets one instance of a slowdown right after and then stops.
I think it may be because the time waiting isn't stopped, so even if the unit enters region1, the 3 seconds delay will still count down.
I'm not sure how to fix that a clean way, but I patched it by setting a trigger with:
Event - Unit property (movement speed max) changed
Condition - decreased to less than standard & is in region1
Action - Set to standard movement speed max.
It's the patch that works. But then if I make like marauders, I come back to the same problem of: how do you ignore triggers with things your doing for specific events and/or units?
*Is there an actions that would be something like: "Make Unit/Player Immune to Trigger" with duration, while, and things like that that you could add to it?
@Doomedearti
I see what you're saying, I'm just a little lazy to do that right now :P but seems like a very good clever solution. I hope there's a way to do it with triggers alone though, I would think it's possible.
0
So I have a trigger that goes off when a unit enters a region that causes the units movement speed decrease every 3 seconds by an amount and if it enters another area, that its movement speed is set back to normal.
The issue is that setting it back doesn't "disable" the trigger that periodically slows down the unit. Is there a way to "stop trigger" non-globally or a clever way of setting up run/stop actions that would make this work?
p.s. Or is there a way to make this "Repeat Action forever" work differently?
[
Events:
Unit - Any Unit Enters Region1
Unit - Any Unit Enters Region2
Conditions:
(Owner of (Trriggering unit)) == 1
Actions:
General - If (Conditions) then do (Actions) else do (Actions)
- If
((Triggering unit) is in region1) == True
- Then
Unit - Set (Triggering unit) Movement Speed Max to ((Unit type of (Triggering unit)) Movement Speed)
- Else
- General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering unit) is in region2) == True
Then
General - Repeat (Actions) forever
Actions
Timer - Start (New timer) as a One Shot timer that will elxpire in 3.0 Game Time seconds
General - Wait for (Last started timer) to have 0.0 seconds Remaining
Unit - Set (Triggering unit) Movement Speed Max to (((Triggering unit) Movement Speed Max (Current)) * 0.9)
Timer - Restart (Last started timer)
Else
]
help?
0
@ezbeats not sure what you mean and seems kind of tedious.
I figured it out!! I've been looking at multiple forum posts about this very problem. It's easily done w/ triggers.
"Unit is Created" event means that when you refer to Triggering Unit, you're referring to the unit that created the unit, and to refer to the created unit use created unit ofc, so:
Event: Unit - Any Unit creates a unit with ability Any or behavior No Game Link Action: Unit - Order (Created Unit) to ( Move targeting ( Rally point of target point for point 1 with target 1 for (Triggering Unit))) (Replacing Existing Orders)
To break that down for you to not waste time finding the right inputs: Issue Order; Order: Order Targeting Point; Ability Command: Move; Target Point: Unit Rally Point Target Point; Point: 1; Target: 1; Unit: Triggering Unit;
Hope this helps whoever runs into this problem to save them the time :)
0
@FunkyUserName: Go
Ok, I figured it out. I didn't find a supply validator, but I missed the "Player Compare Food Available" and 2 others, same but Food Made and Food Used in the types. If you set available comparison type to "Greater than" and "0", and that will return true until you are supply blocked.
0
Which type of validator should I use if I want a building that spawns units as a periodic behavior to become disabled and stop spawning if the supply cap is reached (aka player is supply blocked)? Because if you don't have that in place, the building will continue making units regardless of your supply ceiling and I don't want that happening.
I'm not very good w/ validators in general and what info goes where in the different type, so if I could get an explanation on the where-what input as well, that would be awesome!
side not: I also tried to do this with a trigger:
Event - Any Unit creates a unit with ability Any or behavior No Game Link
Condition - ( Player ( Owner of ( Triggering Unit ) ) Supplies Used ) >= ( Player ( Owner of ( Triggering Unit ) ) Supplies Limit )
Action - Remove 1 "periodic unit spawning behavior" from ( ????? )
and that's where I get stuck, because I want that to be the unit creating the triggering unit from the event, but I can't find a way to do that. I have no idea how to use variables in the triggers module so if that's the best way to do it, I'd need a step by step :/
0
@FunkyUserName: Go
How about setting rotation? I see the "Set rotaiton" option for event upon creating the actor, but it doesn't have value setting, and the others like for pitch isn't working for some reason.
0
@FunkyUserName: Go
Omg! Thank you! I never usually mess with the actor>events so I didn't think to search there for an answer.
You go there and you add an event "Model Swap" and change it to whatever actor (same one if the same as the one being created) and change variation number to a number like 2. (for those stumbling on same problem^)
0
@Hultmanable: Go
Oh ok. I was trying to do custom pathing, but looks like using Pathing Blocks is the basic way, plus merging selections for easy moving things around. I thought you could customize merge shapes of regions and make regions into path blocks this way making custom footprints however you like. If that is possible, that's what I'm trying to find out how to do.
0
I've made a custom unit linked to a doodad, but the doodad has many variations, but I only want one of those variations to always appear when the unit is being created by the player, but I can't seem to make that work.
I tried doing this with triggers (Set Unit Model Variation) and giving value (ex: 2) for the variation I always want and leaving texture blank, but that hasn't worked.
(I have set the model to the variation I want and that has worked on some of the units, but for this one I can't edit the model/actor bc otherwise it gives me crap about not having the model, etc for some reason).
0
@EagleXs: Go
bump again..
0
bump
0
(I can't seem to find anywhere an answer to this, which I would assume is an easy way of doing this)
How do you set regions to models??
I want to set a custom footprint's shape to a model, but I want to make a custom model so I can use custom footprints. The obvious way of doing this I see is making regions that you need for each doodad, and just putting them all over the map where you need them for the doodads and then making custom footprints for each one accordingly, but I can't seem to find a way to apply regions to models.
I'm trying to make a map with different places where maybe the forrest is where you can hide your units/army and other places w/ caves and temples, so some of the doodads will have pathing footprints while others won't.
Please help!
0
@Photoloss: Go
Buffs are confusing for me :P and no I don't want it to be a drop, I'd like it to work right away just like how for example Zone Control 4 has you earn minerals for killing enemy marines, I want the reverse to work when your marine dies to an enemy marine, you gain gas. Thanks for the idea tho
0
@Darkyvm: Go
Ok that makes sense. I made the trigger, added event "Unit - any unit dies" (not sure how to change that to an scv) Conditions would be "and", then this is where I'm totally lost xD
I'm not so good with triggers, could you walk me through making this trigger?