You can just look at the 'Build Interceptor' ability and copy that for the 'Build X' abilities you want to change.
It should be listed under the requirements section.
But you don't want to do this with triggers, because it would end up being so messy.
Event:
Player presses down W/S
Action:
Buttons_Down = Buttons_Down + 1
Speed = +5/-5 (or some number)
FacingUp = +1/-1
Event:
Player presses down A/D
Action:
Buttons_Down = Buttons_Down + 1
Strafe = +5/-5 (or some number)
FacingRight = +1/-1
Event:
Player presses up on W/A/S/D
Action:
Buttons_Down = Buttons_Down - 1
Speed/Strafe = 0
FacingUp/FacingRight = 0
Event:
Every 0.05 seconds of Game Time
Action:
Order (Unit) to Move targeting relative point near (Position of (Unit)) offset by (Speed * 0.707^(Buttons_Down-1) + Strafe * 0.707^(Buttons_Down-1))
towards ( (90 * gv_facingUp)*0.5^(ButtonsDown-1) + (90 - 90 * gv_facingRight)*0.5^(ButtonsDown-1) ) degrees.
I *think* the math works, but I'll need to doublecheck the numbers...
Okay, numbers look good!
Data --> Units --> [unit name here] --> (none) Kill Resource
Changing that should give you X minerals for killing a certain unit.
Another option is to use the triggers something to the effect of:
Whenever (Player 1) kills (Unit) --> Modify Resources of (Player 1) +X Minerals/Gas
but that's not as efficient...
I have an ability that deals 60 damage (+ splash) to any location within 9 range of a Siege Tank.
Problems:
1. I can't get the tank to face the direction of the attack - I'm looking at some other abilities (Ghost snipe, etc) to see if there's an easy way to do this.
2. I can't get it to keep attacking the ground. I don't have much of an idea of where to go with this though...
Thx
EDIT: I've managed to set it up so that it's in autocast mode and has a 3s cooldown, but #2 is still a problem...
I've tried changing all of the weapon settings (including damage, persistent, etc) to Target Point, instead of Target Unit, and I still can't get my unit to attack that point.
The only other option I can think of is turning the attack into an ability, and casting that ability every time I want to fire...
0
You can just look at the 'Build Interceptor' ability and copy that for the 'Build X' abilities you want to change. It should be listed under the requirements section.
But you don't want to do this with triggers, because it would end up being so messy.
0
Hint: In an array of length 10, the first element has an index of 0 and the last element has an index of 9.
0
Pan the camera for (Player 1) to (Point) over (0.0) with (Existing Velocity)% velocity and (0)% deceleration and (Do Not) use smart panning.
It's found in Camera --> Pan Camera
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I'm not too sure what's causing the problem, but part of it is that you're making this too complicated.
If it was simpler, it would look something like this:
Global Variables: Buttons_Down (int), Speed (int), Strafe (int), FacingUp (int), FacingRight (int)
Event:
Player presses down W/S
Action:
Buttons_Down = Buttons_Down + 1
Speed = +5/-5 (or some number)
FacingUp = +1/-1
Event:
Player presses down A/D
Action:
Buttons_Down = Buttons_Down + 1
Strafe = +5/-5 (or some number)
FacingRight = +1/-1
Event:
Player presses up on W/A/S/D
Action:
Buttons_Down = Buttons_Down - 1
Speed/Strafe = 0
FacingUp/FacingRight = 0
Event:
Every 0.05 seconds of Game Time
Action:
Order (Unit) to Move targeting relative point near (Position of (Unit)) offset by (Speed * 0.707^(Buttons_Down-1) + Strafe * 0.707^(Buttons_Down-1))
towards ( (90 * gv_facingUp)*0.5^(ButtonsDown-1) + (90 - 90 * gv_facingRight)*0.5^(ButtonsDown-1) ) degrees.
I *think* the math works, but I'll need to doublecheck the numbers...
Okay, numbers look good!
0
@Deltafox:
It sounds like it would work, but I'm trying to get this to work without using triggers - I want to make this exclusively using the data editor.
I got it to the point where it attacks a given point (without the use of a dummy unit btw), I just can't get it to attack that point more than once.
0
@ezbeats:
There's a list of all the valid keywords here: http://paste.sc2mapster.com/1979/
There's one without comments here: http://paste.sc2mapster.com/1985/
0
eh? seems to be there for me
http://i287.photobucket.com/albums/ll153/margeman2k3/RandomSC1.jpg
0
Anyone know what Recycle Count does?
It's under
Data --> Effects --> [Effect Name] (Damage) --> Recycle Count
I tried to change it from 0 to +/- 1, and it froze SC2...
0
Try this:
Data --> Units --> [unit name here] --> (none) Kill Resource
Changing that should give you X minerals for killing a certain unit.
Another option is to use the triggers something to the effect of:
Whenever (Player 1) kills (Unit) --> Modify Resources of (Player 1) +X Minerals/Gas
but that's not as efficient...
Hope that helps.
0
Well, here's where I am with this:
I have an ability that deals 60 damage (+ splash) to any location within 9 range of a Siege Tank.
Problems:
1. I can't get the tank to face the direction of the attack - I'm looking at some other abilities (Ghost snipe, etc) to see if there's an easy way to do this.
2. I can't get it to keep attacking the ground. I don't have much of an idea of where to go with this though...
Thx
EDIT: I've managed to set it up so that it's in autocast mode and has a 3s cooldown, but #2 is still a problem...
0
I'm having the same problem.
I've tried changing all of the weapon settings (including damage, persistent, etc) to Target Point, instead of Target Unit, and I still can't get my unit to attack that point.
The only other option I can think of is turning the attack into an ability, and casting that ability every time I want to fire...