Hi Zmilla, thx for info... if Im getting u right, then I should place an invisiable walkable platform over the elevator & have trigger set terrain height at the lowest point of that doodad? (which is -2.51) and when I send actor message to raise up the elevator the collision will apply by itself without me resetting the terrain height? Or would I also need to follow up with setting Terrain height back from point A to point B (height) during the animation for elevator raising?
HI, Im stuck on getting this "Deadman's Port Zion elevator" to work with unit height. I got the animation of it where it will open & raise platform, & then close it. but when I use trigger spawn unit on top of it, it doesnt spawn at the bottom, it will spawn as if its floating in air before platform rises. But the Map Object the elevator uses clearly has a shallow space underneath it, in editor when I place a unit it will be at the bottom, but in game it will not. How do I get bottom space detect in game? Its the same elevator from the "Sc2tutorial". I even tried to spawn & preset unit height at -2.0 or whatever number but it wont spawn at bottom.
thanks, but I tried that & it complete destroy/remove that unit entirely... I was refering to Model "Briefing Unit Select" (the halo square thingy), once I attach that to a unit, it works & show, but I want to remove it once the unit ownership changes... so if I use "Send actor message" & use "Destroy" it completely remove the unit, but still leave the square thingy on screen...
The action I used were:
to point:
Actor - Create actor model Briefing Unit Select (Terran, Medium) at point (XYZ)
attach to unit:
Actor - Attach Briefing Unit Select (Terran, Large) to (Center) on Unit (ABC)
Sorry for bumping old post, but this is the only post I could find related to what I need...
I got the create actor model briefing unit select, but how do I remove it with triggers?
I see there's create model at point or attach to units, but for removal, there's only "Kill Models", and the kill model offer via reference name or actor to unit, but no "points".
How do I remove the briefing unit select (the square box) using a event trigger?
Basically im trying to make that doodad "black Fin Marko" (shark looking fish) & trying to figure out how to make that as a unit, which has ability to melee attack other units in water below base height. Can this be done?
I saw editor offers the option, but I look everything on net nobody's got a way of doing it, or maybe I missed look. Any of u know if its possible to have a trigger to end current map & run next map?
Hi, Im having trouble getting the trigger to loop back to check conditions before moving on to next sequence. The objectives themselves I got it fine, but I cant get the trigger to really wait til previous objectives trigger to be complete before execute next one. I tried put wait trigger in different place, I tried to swtich conditions from the IF statement or without using IF THEN ELSE statement, but either I got all my objectives to show right from beginning or my 2nd objectives never starts.... Below is what I had, what did I do wrong? Or what would u suggest? Much appreciated.
-----------------------------------------------
gloabl variables
1st objective = no objective <objective>
2nd objective = no objective <objective>
3rd objective = no objective <objective>
Trigger#1 [Map Initialization]
Event
Game Map Initialization
Local Var
Condition
Action
Trigger - Run (Trigger01) Ignore conditions, Wait until finish.
Trigger - Run (Trigger02) Ignore conditions, Wait until finish.
Trigger - Run (Trigger03) Ignore conditions, Wait until finish.
(Trigger01)
Event
Local Var
Condition
Action
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (1st objective) = (Last created objective)
(Trigger02)
Event
Local Var
Condition
Action
=> IF
((1st objective) state) == Completed
THEN
Destroy (1st objective)
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (2nd objective) = (Last created objective)
ELSE
Trigger - Run (Trigger02) Ignore conditions, Wait until finish.
(Trigger03)
Event
Local Var
Condition
Action
=> IF
((2nd objective) state) == Completed
THEN
Destroy (2nd objective)
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (2nd objective) = (Last created objective)
ELSE
Trigger - Run (Trigger03) Ignore conditions, Wait until finish.
... I dont have problems with objectives, its the trigger looping back that I had trouble with. the Ignore condition / check condition & Wait & Dont Wait in Run trigger dont seems to work the way I assume...
Hi all, Ive kinda new to this so bear with me as I learn on the fly. Im stuck & needed some help from u masters...
Basically I've made a map with 2 regions of water & 1 region of lava, I also set up 5 different lighting frequency that will run repeat forever, (sunrise > daylight > sunset > night > pitchblack) and I had the lighting set trigger run while rising/lowering water state, as if its sunrise, the water would rise, then any units on the beach would have a buff either damage or slowed, as in lava its heavy lava damage.
I've check few posts here & official blizzard site & found few methods of doing this, I even tried to study the TTosh01.map but Im not getting how these booleans really work. Anyways, the other trigger tutorials also require uses of much variables, which majority of them reasons are to create a timer window, which I actually dont want a timer window. I just want the lighting sets repeat while rise/lower water states, & during water rise depend on which region it'll give a different damage/buff. I dont need all the other fancy stuff like sound warning, or camera shaking, or UI display text warning, or a timer window telling when will water rise or fall, I wanna keep it realistic, & let the player discover on their own if their unit run around lava or during water rise it damages their units.
So I tried to make my own instead of just copy & paste others which all had a timer window variables & booleans, I wonder is it possible to do it without setting up a timer window at all... below is what I did, I get lights to change & water to rise/lower, but it wont detect the picked unit & do any damage... below is how my trigger looks like. I'd appreciate if any of u masters can guide me a bit on what to do.
0
Hi Zmilla, thx for info... if Im getting u right, then I should place an invisiable walkable platform over the elevator & have trigger set terrain height at the lowest point of that doodad? (which is -2.51) and when I send actor message to raise up the elevator the collision will apply by itself without me resetting the terrain height? Or would I also need to follow up with setting Terrain height back from point A to point B (height) during the animation for elevator raising?
0
HI, Im stuck on getting this "Deadman's Port Zion elevator" to work with unit height. I got the animation of it where it will open & raise platform, & then close it. but when I use trigger spawn unit on top of it, it doesnt spawn at the bottom, it will spawn as if its floating in air before platform rises. But the Map Object the elevator uses clearly has a shallow space underneath it, in editor when I place a unit it will be at the bottom, but in game it will not. How do I get bottom space detect in game? Its the same elevator from the "Sc2tutorial". I even tried to spawn & preset unit height at -2.0 or whatever number but it wont spawn at bottom.
0
Hi, is it possible to just reimport the cutscenes already in dependency files without remaking everything in cutscene editor?
0
Thx got it
0
thanks, but I tried that & it complete destroy/remove that unit entirely... I was refering to Model "Briefing Unit Select" (the halo square thingy), once I attach that to a unit, it works & show, but I want to remove it once the unit ownership changes... so if I use "Send actor message" & use "Destroy" it completely remove the unit, but still leave the square thingy on screen...
The action I used were:
to point: Actor - Create actor model Briefing Unit Select (Terran, Medium) at point (XYZ)
attach to unit: Actor - Attach Briefing Unit Select (Terran, Large) to (Center) on Unit (ABC)
0
@EivindL: Go
Sorry for bumping old post, but this is the only post I could find related to what I need...
I got the create actor model briefing unit select, but how do I remove it with triggers?
I see there's create model at point or attach to units, but for removal, there's only "Kill Models", and the kill model offer via reference name or actor to unit, but no "points".
How do I remove the briefing unit select (the square box) using a event trigger?
0
Hi Soul, I download them, but sorry for noobie question.... how to use them? :P
0
Wow... nice, awesome thanks, i will try that when i get home.
0
Basically im trying to make that doodad "black Fin Marko" (shark looking fish) & trying to figure out how to make that as a unit, which has ability to melee attack other units in water below base height. Can this be done?
0
thx, I did what u suggest with objectives, so far so good. thx again.
0
Thx, where do I download Antioch chronicles maps?
0
I saw editor offers the option, but I look everything on net nobody's got a way of doing it, or maybe I missed look. Any of u know if its possible to have a trigger to end current map & run next map?
0
Hi, Im having trouble getting the trigger to loop back to check conditions before moving on to next sequence. The objectives themselves I got it fine, but I cant get the trigger to really wait til previous objectives trigger to be complete before execute next one. I tried put wait trigger in different place, I tried to swtich conditions from the IF statement or without using IF THEN ELSE statement, but either I got all my objectives to show right from beginning or my 2nd objectives never starts.... Below is what I had, what did I do wrong? Or what would u suggest? Much appreciated.
-----------------------------------------------
gloabl variables
1st objective = no objective <objective>
2nd objective = no objective <objective>
3rd objective = no objective <objective>
Trigger#1 [Map Initialization]
Event
Game Map Initialization
Local Var
Condition
Action
Trigger - Run (Trigger01) Ignore conditions, Wait until finish.
Trigger - Run (Trigger02) Ignore conditions, Wait until finish.
Trigger - Run (Trigger03) Ignore conditions, Wait until finish.
(Trigger01)
Event
Local Var
Condition
Action
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (1st objective) = (Last created objective)
(Trigger02)
Event
Local Var
Condition
Action
=> IF
((1st objective) state) == Completed
THEN
Destroy (1st objective)
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (2nd objective) = (Last created objective)
ELSE
Trigger - Run (Trigger02) Ignore conditions, Wait until finish.
(Trigger03)
Event
Local Var
Condition
Action
=> IF
((2nd objective) state) == Completed
THEN
Destroy (2nd objective)
Objective - Create a Active Primary objective with text "" & description ""
Variable - Set (2nd objective) = (Last created objective)
ELSE
Trigger - Run (Trigger03) Ignore conditions, Wait until finish.
... I dont have problems with objectives, its the trigger looping back that I had trouble with. the Ignore condition / check condition & Wait & Dont Wait in Run trigger dont seems to work the way I assume...
0
Hi all, Ive kinda new to this so bear with me as I learn on the fly. Im stuck & needed some help from u masters...
Basically I've made a map with 2 regions of water & 1 region of lava, I also set up 5 different lighting frequency that will run repeat forever, (sunrise > daylight > sunset > night > pitchblack) and I had the lighting set trigger run while rising/lowering water state, as if its sunrise, the water would rise, then any units on the beach would have a buff either damage or slowed, as in lava its heavy lava damage. I've check few posts here & official blizzard site & found few methods of doing this, I even tried to study the TTosh01.map but Im not getting how these booleans really work. Anyways, the other trigger tutorials also require uses of much variables, which majority of them reasons are to create a timer window, which I actually dont want a timer window. I just want the lighting sets repeat while rise/lower water states, & during water rise depend on which region it'll give a different damage/buff. I dont need all the other fancy stuff like sound warning, or camera shaking, or UI display text warning, or a timer window telling when will water rise or fall, I wanna keep it realistic, & let the player discover on their own if their unit run around lava or during water rise it damages their units.
So I tried to make my own instead of just copy & paste others which all had a timer window variables & booleans, I wonder is it possible to do it without setting up a timer window at all... below is what I did, I get lights to change & water to rise/lower, but it wont detect the picked unit & do any damage... below is how my trigger looks like. I'd appreciate if any of u masters can guide me a bit on what to do.
http://s24.postimg.org/llol1gc6d/Trigger_Lights_Cycles.png
http://s24.postimg.org/dp43t80px/Trigger_Lava1.png
http://s24.postimg.org/r7b05icv9/Trigger_Water1.png
http://s24.postimg.org/9ij9dw145/Trigger_Water2.png