What I said. You have to do it in Requirements Tab.
Then you have to put the "Learn X" requirements in every researchable upgrades in the research ability as a requirement.
You'll want to check a basic melee map if you don't get it right.
@KillerGymSox:
Events
Every 5 seconds of game time
Condition
Number of players in unit group "Active Players" = 1
Action
End game for victory for all players.
10 seconds browsing Changeling - I believe it is "Changeling Disable" behavior at "Damage response - Handled". Change it to (none). I didn't test it so I'm not sure thougt.
If you're looking at how to put the greyed icon as before, you can indeed manually modify Requirements.
To do soyoull' have to remove everything and set all requirements to the following :
Ex for stimpack :
"USE STIMPACK"
Requirements -
Show -
Use - "Research Stimpack" completed
"LEARN STIMPACK"
Requirements -
Show - Not - Research Stimpack queued or better
Use -
For Upgrades, you only have to do the "LEARN X" part.
Hello !
I'm making a survival map, and I'm at the moment experimenting with AI actions functions.
I've succeeded in units forming waves and attacking as a group, and using abilities when most needed, like intelligent siege mode. I want to divesify the way waves attacks you so that the player feel not bored.
How to make the computer use dropships to drop troops into your base (or in front) ?
What I've tried :
- Adding a waypoint using "FORCE TRANSPORT" mode.
- Suggesting an order using "AI - Issue order"
- Ordering the units "Group Unit - Issue order" but it is likely to not go along with AI decisions...
- Opening Xel'naga ruined ship campaign map to see how warp prisms are triggered to drop units into your starting island. Yet no trigger mention warp prisms or any transport actions...
I'm kinda lost here, does the best solution remains to triggers everything or is there anyone expert with AI actions functions willing to point me in some direction ? Thanks.
I finished it with two pals. We had lots of fun running around killing xenomorphs... Yet even with your efforts with bestiary, it's really about killing zergs and nothing else the whole map. The abilities and heroes are really cool and all, but you should work a little on the level design part, for now it's really repetitive and there's not really anything in the map making it worth playing it a second time. I would suggest making the map harder (as we beat the map with 3 characters easily) not with spawning more hydras than before, but by creating your own custom units that acts randomly and that are challenging somehow, following the Roach idea. Lurkers are not fun, just annoying, they could unburrow when you're too far or something.
That's just some random idea I throw to you. Triggered Bosses would be nice, mazes, riddles...
That's about the most achieved RPG I've seen in Starcraft II since its debut, keep up the good work !
As I said, the LASTATTACKER Variable is a player variable (not a player group or player color), and you need to check the array box to make it an array variable.
You don't seems to be familiar with triggers so I'll explain it to you.
LASTATTACKER is a variable that will stock the player that last attacked a player.
As there is 11 players, the LASTATTACKER variable is divided to fit every player : LASTATTACKER[1] will save the last player to have attacked player 1.
LASTATTACKER[2] will save the last player to have attacked player 2 and so on. So let's say the Player 4 attacked Player 2's unit :
Set LASTATTACKER[2] = Player 4
To make a general trigger, you will have to "Set LASTATTACKER[Owner of attacked unit] = Owner of attacking unit"
To give a reward, you'll then need to set an event that detect when an unit dies.
You can then use your variable "LASTATTACKER" to get who get the reward.
To add a point, you can set "POINT = POINT + 1" using arithmetic function.
0
0
0
0
0
0
0
0
0
0
0
0
I finished it with two pals. We had lots of fun running around killing xenomorphs... Yet even with your efforts with bestiary, it's really about killing zergs and nothing else the whole map. The abilities and heroes are really cool and all, but you should work a little on the level design part, for now it's really repetitive and there's not really anything in the map making it worth playing it a second time. I would suggest making the map harder (as we beat the map with 3 characters easily) not with spawning more hydras than before, but by creating your own custom units that acts randomly and that are challenging somehow, following the Roach idea. Lurkers are not fun, just annoying, they could unburrow when you're too far or something. That's just some random idea I throw to you. Triggered Bosses would be nice, mazes, riddles...
That's about the most achieved RPG I've seen in Starcraft II since its debut, keep up the good work !
0
@Feldeat: Go
And & Or are conditions functions. The action "If/then/else" is located in actions functions !
0
Thanks you for pointing that out !
0
@threeleven: Go
I don't get what you don't understand.
As I said, the LASTATTACKER Variable is a player variable (not a player group or player color), and you need to check the array box to make it an array variable. You don't seems to be familiar with triggers so I'll explain it to you.
LASTATTACKER is a variable that will stock the player that last attacked a player.
As there is 11 players, the LASTATTACKER variable is divided to fit every player : LASTATTACKER[1] will save the last player to have attacked player 1. LASTATTACKER[2] will save the last player to have attacked player 2 and so on. So let's say the Player 4 attacked Player 2's unit :
Set LASTATTACKER[2] = Player 4
To make a general trigger, you will have to "Set LASTATTACKER[Owner of attacked unit] = Owner of attacking unit"
To give a reward, you'll then need to set an event that detect when an unit dies. You can then use your variable "LASTATTACKER" to get who get the reward.
To add a point, you can set "POINT = POINT + 1" using arithmetic function.