I dont know what kind of attack you are going for, but you could probally make it so you attack once, and then a series of effects/triggers take over. They won't care about visibility.
You will probally run into some difficulties with the unit running around attacking others while attacking. I dont have time to test it now, but you could look at it.
Open up the data editor, and go for the tab Terrain Texture Sets. Then you find the texture set for the tilset you originally chose when you created the map.
You can then add new cliff types in the cliffs field, and new terrain textures in the Textures - Blend field (although you can at most have 8 diffrent blend textures in your map, so you will have to replace some of those you alreay have)
You might need to reset the terrain editor once this is done (close it and reopen it from the data editor)
I assume you haven't done much in the trigger editor.
If you open up the trigger editor, you find that there has already been made a trigger for you called "Melee Initialization". Under that you will find a line called "Melee - Set default melee options for all players". If you dont want the standard victory conditions to be in place, delete that line.
Next, to make your own win conditions.. You need to make your own trigger, add a relevant event, probally some conditions, and then to end the game for a player you can use the function
Game - End game in [Victory/Tie/Defeat] for player X ([Show/Hide] dialogs, [Show/Hide] score screen)
If you tell us what victory conditions you want, we could probally be more specific about a solution.
it's the void ray beam fully charged. I got one of those in both directions.
@Sovaka:
First of all, the point in square function takes 5 points. The first point is the point you want to check for, and the remaning 4 points are the square.
To make the square, I take the position of one of the towers, and move a bit alog the line perpendicular to the line between the towers, in both directions.
Note: previously, I made the towers face eachother, so the simplest for me was to take the facing angle of the tower and then add or subtract 90 degrees, depending on which way I wanted to move.
As for the other trigger.. I have no idea why the names have been removed at your place.. it should look like this
Region From Point
Options: Function
Return Type: Region
Parameters
center = No Point <Point>
height = 0.0 <Real>
width = 0.0 <Real>
Grammar Text: Region From Point(center, height, width)
Hint Text: (None)
Custom Script Code
Local Variables
w = (width / 2.0) <Real>
h = (height / 2.0) <Real>
Actions
General - Return (Region(((X of center) - w), ((Y of center) - h), ((X of center) + w), ((Y of center) + h)))
First, make a validator that accepts targets that are not massive (a unit filter validator)
Then, make a requirement that has the use requirement that your upgrade must be researched
Then, make a validator of type player requirement that points to the requirement you just made.
Finally, make a combine validator that combines the two validators you just made with or.
Add this validator to the effect that apply the slow behavior, and it should work
I haven't used it myself, but the Set effect type has a field called random. I assume this makes the effect take a random one of the effects rather then all of them. You might need to set Maximum count aswell
If this is right, you should be able to add the effect you want, and then 4 do nothing effects
As default, liftoff/land shouldn't cost or refund minerals or vespene. If they do, you probally edited the cost of the barracks or flying barracks without editing the cost of the other unit. Also, you could have changed the cost of the morph abilities, but Im guessing you touched the unit cost. So just remember to change the cost of both the flying and the grounded version when you change the cost.
About blink, What I would do is make a blink ability that does nothing, then make a trigger run when that ability is used, check if the target point is within the region, and if it is, you apply the effects related to blink to the unit from the trigger editor.
For each player, you first pick each unit in the region belonging to that player.. Then you check that the unit belongs to that player (this is redundant). Then, for incrementing the variable, you rly only check that someone from team 1 is in the region (what happens if team 2 is in there aswell? the variable will still be counted up)
Also, you are using an int array for storing boolean values.. It's not rly an error, but I think it would be better to use a boolean array.
What I would do is something like this
bool team1, team2
Set team1 = (Count number of units in (units in [region] ally of player 1 with at most 1) == 1)
Set team2 = (Count number of units in (units in [region] ally of player 4 with at most 1) == 1)
if (team1 AND NOT team2)
increment team1
if (team2 AND NOT team1)
increment team2
Obviously it's not copied from galaxy - didn't want to start making the trigger, but you should be able to implement it in a trigger
You can make a requirement that prevents people from queueing an upgrade when it is already queued somewhere.. Just like you can't queue the same upgrade twice in a melee map.
Like for stimpack, you have a requirement !CountUpgrade(Stimpack,QueuedOrBetter) (in computers 0 is conventionally considered false, while all other values represent true, so if this function returns 0, it will be negated to true, and you will be allowed to research the upgrade).
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2: Might be easier to use the trigger "Tech Tree - Disallow Starport for player X"
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Go to the data editor -> Terrain Texture Sets -> The texture set you picked when you created the map
Then you will find various fields related to fog, such as Fog Color, Fog Density, Fog Enabled and Fog Starting Height
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This is what I had in mind
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Although, if you do that, you will still be able to blink to a position outside the region. As I understood it, that was the problem.
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I dont know what kind of attack you are going for, but you could probally make it so you attack once, and then a series of effects/triggers take over. They won't care about visibility.
You will probally run into some difficulties with the unit running around attacking others while attacking. I dont have time to test it now, but you could look at it.
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Open up the data editor, and go for the tab Terrain Texture Sets. Then you find the texture set for the tilset you originally chose when you created the map.
You can then add new cliff types in the cliffs field, and new terrain textures in the Textures - Blend field (although you can at most have 8 diffrent blend textures in your map, so you will have to replace some of those you alreay have)
You might need to reset the terrain editor once this is done (close it and reopen it from the data editor)
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I assume you haven't done much in the trigger editor.
If you open up the trigger editor, you find that there has already been made a trigger for you called "Melee Initialization". Under that you will find a line called "Melee - Set default melee options for all players". If you dont want the standard victory conditions to be in place, delete that line.
Next, to make your own win conditions.. You need to make your own trigger, add a relevant event, probally some conditions, and then to end the game for a player you can use the function
Game - End game in [Victory/Tie/Defeat] for player X ([Show/Hide] dialogs, [Show/Hide] score screen)
If you tell us what victory conditions you want, we could probally be more specific about a solution.
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@tjw_90:
hehe.. nice :)
@b0ne123:
it's the void ray beam fully charged. I got one of those in both directions.
@Sovaka:
First of all, the point in square function takes 5 points. The first point is the point you want to check for, and the remaning 4 points are the square.
To make the square, I take the position of one of the towers, and move a bit alog the line perpendicular to the line between the towers, in both directions.
Note: previously, I made the towers face eachother, so the simplest for me was to take the facing angle of the tower and then add or subtract 90 degrees, depending on which way I wanted to move.
As for the other trigger.. I have no idea why the names have been removed at your place.. it should look like this
Region From Point
Options: Function
Return Type: Region
Parameters
center = No Point <Point>
height = 0.0 <Real>
width = 0.0 <Real>
Grammar Text: Region From Point(center, height, width)
Hint Text: (None)
Custom Script Code
Local Variables
w = (width / 2.0) <Real>
h = (height / 2.0) <Real>
Actions
General - Return (Region(((X of center) - w), ((Y of center) - h), ((X of center) + w), ((Y of center) + h)))
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You could make a validator for this.
First, make a validator that accepts targets that are not massive (a unit filter validator)
Then, make a requirement that has the use requirement that your upgrade must be researched
Then, make a validator of type player requirement that points to the requirement you just made.
Finally, make a combine validator that combines the two validators you just made with or.
Add this validator to the effect that apply the slow behavior, and it should work
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Your unit probally have an attachment point called overhead you can use.. If that isn't good enough, you should be able to use a Site actor (Local Offset) to move it further (like this guy does http://forums.sc2mapster.com/development/map-development/2049-psionic-zergling-effect/#p2).
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I haven't used it myself, but the Set effect type has a field called random. I assume this makes the effect take a random one of the effects rather then all of them. You might need to set Maximum count aswell
If this is right, you should be able to add the effect you want, and then 4 do nothing effects
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As default, liftoff/land shouldn't cost or refund minerals or vespene. If they do, you probally edited the cost of the barracks or flying barracks without editing the cost of the other unit. Also, you could have changed the cost of the morph abilities, but Im guessing you touched the unit cost. So just remember to change the cost of both the flying and the grounded version when you change the cost.
About blink, What I would do is make a blink ability that does nothing, then make a trigger run when that ability is used, check if the target point is within the region, and if it is, you apply the effects related to blink to the unit from the trigger editor.
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hmm. that is a somewhat confusing function..
For each player, you first pick each unit in the region belonging to that player.. Then you check that the unit belongs to that player (this is redundant). Then, for incrementing the variable, you rly only check that someone from team 1 is in the region (what happens if team 2 is in there aswell? the variable will still be counted up)
Also, you are using an int array for storing boolean values.. It's not rly an error, but I think it would be better to use a boolean array.
What I would do is something like this
bool team1, team2
Set team1 = (Count number of units in (units in [region] ally of player 1 with at most 1) == 1)
Set team2 = (Count number of units in (units in [region] ally of player 4 with at most 1) == 1)
if (team1 AND NOT team2)
increment team1
if (team2 AND NOT team1)
increment team2
Obviously it's not copied from galaxy - didn't want to start making the trigger, but you should be able to implement it in a trigger
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If you change the field, save the map, open it in an mpq editor, and open the correct file in there, you find a section something like this.
<CAbilTrain id="BarracksTrain">
<InfoArray index="Train1" Time="20"/>
</CAbilTrain>
So, the trigger becomes
Catalog - Set value of Abilities "BarracksTrain" "InfoArray[Train1].Time" for player 1 to "7"
Thats how I do when I don't know what the name of the Field Path is.
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You can make a requirement that prevents people from queueing an upgrade when it is already queued somewhere.. Just like you can't queue the same upgrade twice in a melee map.
Like for stimpack, you have a requirement !CountUpgrade(Stimpack,QueuedOrBetter) (in computers 0 is conventionally considered false, while all other values represent true, so if this function returns 0, it will be negated to true, and you will be allowed to research the upgrade).