I'm trying to restrict the attack function of comined/morphing units (e.g. Zergling->Baneling, Dark Templar->Archon, Corruptor->Brood Lord). This trigger works for restricting the Attack command of Zerglings when you pick Baneling as your picked unit, but when you modify the trigger to affect Corruptors, it also affects Brood Lords' attack.
EXAMPLE TRIGGER 1 (stops Zerglings from attacking, but allows Banelings to attack (as intended))
Disable Attack-Baneling
Events
Unit - Any Unit creates a unit with ability Any or behavior Any
Local Variables
Conditions
(Unit type of (Created unit)) == Zergling
pickedUnitNames[((Owner of (Created unit)) - 1)] == Baneling
Actions
Unit - Disable the Attack ability for (Created unit)
EXAMPLE TRIGGER 2 (Stops Corruptors from attacking (as intended) but also stops Brood Lords from attacking (unintended).
Disable Attack-Broodlord
Events
Unit - Any Unit creates a unit with ability Any or behavior Any
Local Variables
Conditions
(Unit type of (Created unit)) == Corruptor
pickedUnitNames[((Owner of (Created unit)) - 1)] == Brood Lord
Actions
Unit - Disable the Attack ability for (Created unit)
Curious if anyone knows how I can force it to re-enable attack for Brood Lords while still restricting the attack for corruptors. I've been playing with it for almost 2 hours now and I haven't had any luck with similar triggers set up to Enable brood lord attack.
Yeah, I got the queen limitation done, except I couldn't get it set to hatchery,lair, or hive total + 1. Oh well, I learned something but decided to scrap the idea anyway. Thanks for the inputs :)
I'd like to make a trigger that limits the amount of Queens a player can build. I basically want it to limit you so that you can have as many queens as you have hatcheries, plus one.
For example:
example 1: player 1 owns 5 hatcheries, player 1 may own up to 6 queens.
example 2: player 2 owns 1 hatchery, player 2 may own up to 2 queens.
This is the effect I'd like to accomplish but frankly I have no idea how to accomplish this. My map is complete except for this minor detail. :)
Using triggers to fix all aspects of alliance yielded no results. I copied all triggers to a new map, and it worked perfectly.
I think it was either a problem in the data somewhere OR somewhere in the variants, because I copied neither of those and the map began working. Then I manually copied all my custom data to the new map and it's all working perfectly, which leads me to believe it was an issue with variants.
These are all standard game units, no custom units. They can attack other units, but they will only do so if you specially Press "A" or click the attack button on the command card, then click each unit that you want to attack directly.
If you click attack and click the ground next to an enemy unit, your units will just walk up next to the enemy and stand there, while the enemy unit just stands there like you're not even there.
Let's say Player 1 and player 2 are on opposing teams. (This seems to be working; unit circles are green/yellow/red as they should be.)
Scenario 1:
Player 1 uses the "attack" command and clicks the ground next to player 2's nexus to send 20 zerglings into player 2's base. The zerglings run to the spot player 1 clicked, and do not do anything else. They do not attack player 2's nexus, nor his probes, nor any other player 2 unit.
Scenario 2:
Player 1 highlights 20 zerglings and right-clicks directly on player 2's Nexus. The zerglings run to the nexus, but do not attack.
Scenario 3:
Player 1 uses the "attack" command (this time aimed at player 2's nexus) to send 20 zerglings to player 2's base. The zerglings run to the nexus and attack it. When the nexus dies, the zerglings stand still and do not move to attack anything else.
Thanks for the suggestions, but so far no solution.
No triggers disabling smart command anywhere in my triggers, and the units are hostile to each other (at least, red target circles would seem to indicate so).
Yes, they can attack. We were able to attack each other by pressing A and clicking on individual units. But Right-clicking an enemy unit, for example, does not cause your unit selection to attack.
I have no idea what's causing this problem and therefore no idea where to post the question.
I had just published my map for private testing with a group of friends, and on our first playtest none of the units (all standard game units), none of the units would do the mentioned behaviors. Neither Auto-attack, Right-click attack, nor attack-move functions work. Does anyone have an idea what might have caused this?
Edit: This is for all units against all targets, including enemy players' units and destructible rocks/debris.
I had just published my map for private testing with a group of friends, and on our first playtest none of the units (all standard game units), none of the units would do the mentioned behaviors. Neither Auto-attack, Right-click attack, nor attack-move functions work. Does anyone have an idea what might have caused this?
Edit: This is for all units against all targets, including enemy players' units and destructible rocks/debris.
This is another probably simple data fix that is eluding me: I have a custom Corruptor unit that in some cases replaces the original. It's identical except that it's had its attack function removed. When the player morphs it into a broodlord, it doesn't remove the corruptor model from the gamescreen. It spawns a broodlord properly, and the broodlord works properly, but there is just a corruptor model floating along inside it.
Anyone know what data I have to edit to remove the corruptor model when the broodlord morphs?
PS. I have this problem with the zergling->Baneling morph as well, though it's not nearly as noticeable except for the unit having 2 ALT-key health bars.
Thanks for the suggestion. I checked that out, and the vitals were already set properly so I just changed them once and then back to their default then I went back into the game to test it again and it worked. Kinda weird. Thanks for the help!
0
I'm trying to restrict the attack function of comined/morphing units (e.g. Zergling->Baneling, Dark Templar->Archon, Corruptor->Brood Lord). This trigger works for restricting the Attack command of Zerglings when you pick Baneling as your picked unit, but when you modify the trigger to affect Corruptors, it also affects Brood Lords' attack.
EXAMPLE TRIGGER 1 (stops Zerglings from attacking, but allows Banelings to attack (as intended))
Disable Attack-Baneling
Events
Unit - Any Unit creates a unit with ability Any or behavior Any
Local Variables
Conditions
(Unit type of (Created unit)) == Zergling
pickedUnitNames[((Owner of (Created unit)) - 1)] == Baneling
Actions
Unit - Disable the Attack ability for (Created unit)
EXAMPLE TRIGGER 2 (Stops Corruptors from attacking (as intended) but also stops Brood Lords from attacking (unintended).
Disable Attack-Broodlord
Events
Unit - Any Unit creates a unit with ability Any or behavior Any
Local Variables
Conditions
(Unit type of (Created unit)) == Corruptor
pickedUnitNames[((Owner of (Created unit)) - 1)] == Brood Lord
Actions
Unit - Disable the Attack ability for (Created unit)
Curious if anyone knows how I can force it to re-enable attack for Brood Lords while still restricting the attack for corruptors. I've been playing with it for almost 2 hours now and I haven't had any luck with similar triggers set up to Enable brood lord attack.
0
@SouLCarveRR: Go
Yeah, I got the queen limitation done, except I couldn't get it set to hatchery,lair, or hive total + 1. Oh well, I learned something but decided to scrap the idea anyway. Thanks for the inputs :)
0
@SouLCarveRR: Go
You guys are super helpful. Thanks a bunch!
0
I'd like to make a trigger that limits the amount of Queens a player can build. I basically want it to limit you so that you can have as many queens as you have hatcheries, plus one.
For example: example 1: player 1 owns 5 hatcheries, player 1 may own up to 6 queens.
example 2: player 2 owns 1 hatchery, player 2 may own up to 2 queens.
This is the effect I'd like to accomplish but frankly I have no idea how to accomplish this. My map is complete except for this minor detail. :)
0
@Wakeman: Go
Using triggers to fix all aspects of alliance yielded no results. I copied all triggers to a new map, and it worked perfectly.
I think it was either a problem in the data somewhere OR somewhere in the variants, because I copied neither of those and the map began working. Then I manually copied all my custom data to the new map and it's all working perfectly, which leads me to believe it was an issue with variants.
Thanks for all the suggestions!
0
@Kueken531: Go
I tried running the map with team triggers disabled.
Then a friend tried turning off every single trigger one by one, and the problem never went away.
0
@nevjmac: Go
These are all standard game units, no custom units. They can attack other units, but they will only do so if you specially Press "A" or click the attack button on the command card, then click each unit that you want to attack directly.
If you click attack and click the ground next to an enemy unit, your units will just walk up next to the enemy and stand there, while the enemy unit just stands there like you're not even there.
0
@progammer: Go
I will try to clarify...
Let's say Player 1 and player 2 are on opposing teams. (This seems to be working; unit circles are green/yellow/red as they should be.)
Scenario 1: Player 1 uses the "attack" command and clicks the ground next to player 2's nexus to send 20 zerglings into player 2's base. The zerglings run to the spot player 1 clicked, and do not do anything else. They do not attack player 2's nexus, nor his probes, nor any other player 2 unit.
Scenario 2: Player 1 highlights 20 zerglings and right-clicks directly on player 2's Nexus. The zerglings run to the nexus, but do not attack.
Scenario 3: Player 1 uses the "attack" command (this time aimed at player 2's nexus) to send 20 zerglings to player 2's base. The zerglings run to the nexus and attack it. When the nexus dies, the zerglings stand still and do not move to attack anything else.
0
@progammer: Go
Thanks for the suggestions, but so far no solution.
No triggers disabling smart command anywhere in my triggers, and the units are hostile to each other (at least, red target circles would seem to indicate so).
Any other suggestions?
0
@progammer: Go
Yes, they can attack. We were able to attack each other by pressing A and clicking on individual units. But Right-clicking an enemy unit, for example, does not cause your unit selection to attack.
0
I have no idea what's causing this problem and therefore no idea where to post the question.
I had just published my map for private testing with a group of friends, and on our first playtest none of the units (all standard game units), none of the units would do the mentioned behaviors. Neither Auto-attack, Right-click attack, nor attack-move functions work. Does anyone have an idea what might have caused this?
Edit: This is for all units against all targets, including enemy players' units and destructible rocks/debris.
0
I had just published my map for private testing with a group of friends, and on our first playtest none of the units (all standard game units), none of the units would do the mentioned behaviors. Neither Auto-attack, Right-click attack, nor attack-move functions work. Does anyone have an idea what might have caused this?
Edit: This is for all units against all targets, including enemy players' units and destructible rocks/debris.
0
@Farmlings: Go
According to my editor, there is no "Kill on Complete" box to check.
0
This is another probably simple data fix that is eluding me: I have a custom Corruptor unit that in some cases replaces the original. It's identical except that it's had its attack function removed. When the player morphs it into a broodlord, it doesn't remove the corruptor model from the gamescreen. It spawns a broodlord properly, and the broodlord works properly, but there is just a corruptor model floating along inside it.
Anyone know what data I have to edit to remove the corruptor model when the broodlord morphs?
PS. I have this problem with the zergling->Baneling morph as well, though it's not nearly as noticeable except for the unit having 2 ALT-key health bars.
0
@uiasdnmb: Go
Thanks for the suggestion. I checked that out, and the vitals were already set properly so I just changed them once and then back to their default then I went back into the game to test it again and it worked. Kinda weird. Thanks for the help!