I'm having an issue where players are able to pick more than one hero.
What I did is to make a condition for spawning the hero unit, which checked a boolean variable (playerSpawned[16]) was false, then spawned the hero and set the value of the boolean to true.
However it appears people are still able to pick more than one seperate hero - how is this possible? Lag hacks? More importantly, I'm wondering how I can stop it as it appears this is the only way a hero is spawned and it should work no matter which hero you pick.
I also spent a fair bit of time trying to work with Actors and other things to increase scale on stack. Unfortunately it seems that there is no way to perform a multiplication or anything of the sort inside an Actor, so basically you have to SET the scale directly.
So, basically, for this, I created an array variable called playerScale[8] (default 1) and one called playerScaleRamp (default 0.05) and triggers for each of my upgrades, so when an upgrade is performed, it sets playerScale[(trpl)] = (playerScale[(trpl)] + playerScaleRamp). I then call another trigger, which does a pick-all-units in unit group, and sets the scale of the unit. This only gets performed each time an upgrade is done - so it isn't overly excessive.
Then basically for my spawning triggers I set the last created unit's scale to playerScale[(owner of unit)], which represents the stacked scale amount.
OK, well, I can't for the life of me figure out how to achieve this with an effect, however, it is possible by making a trigger to run through a unit group and set scale to a variable value for each unit in that group.
Size Trigger
Events
Unit - (Unit 1 from base player 1) uses Upgrade HP at Generic6 - Complete stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Variable - Set Scale Player 1 = (Scale Player 1 + 2.5)
Unit Group - Pick each unit in Units Player 1 and do (Actions)
Actions
Unit - Set (Picked unit) scale to (Scale Player 1%, Scale Player 1%, Scale Player 1%) of its original size
Here's a version that works without having to modify the actor of every unit you want to grow directly (I put some visual FX in there also). It uses a custom actor and a custom behavior. I'm assuming you know how to create abilities that apply behaviors, because I was too lazy to go through all the steps to make that happen.
In your map the Engorged behavior/buff is applied when the unit kills something and applies a model to the unit, but I can't see anywhere that the behavior directly modifies the scale of the model used to display the unit?
I am trying to create an upgrade that you research to increase hp and size, but I just can't find a way to increase the scale of a model with a behaviour in this fashion - definately the trigger you created can apply a behaviour - perhaps the behaviour could be a permanent small growth increase, and be able to stack?
We could then apply the behaviour to all units in the unit group and effectively grow them by a small amount with each stack of the behaviour.. Do behaviours stack?
I have an effect which currently upgrades HP for a unit (Zergling). I also want the effect to increase the scale of the unit (X/Y/Z) by 1 - at the moment I have come up with something resembling the following:
Variable 'ScaleValue' = 100
Trigger 'Spawn':
Event: timer (spawn) expires
Action: create 1 Zergling at Location
Action: set unit scale to Scalevalue Scalevalue Scalevalue
-
However this doesn't actually change the size of existing units when the upgrade is placed , and to be quite frank is messy and doesn't achieve the result I want.
Does anyone know how to have an upgrade or effect change any property of a particular Model?
0
Hey,
I'm having an issue where players are able to pick more than one hero.
What I did is to make a condition for spawning the hero unit, which checked a boolean variable (playerSpawned[16]) was false, then spawned the hero and set the value of the boolean to true.
However it appears people are still able to pick more than one seperate hero - how is this possible? Lag hacks? More importantly, I'm wondering how I can stop it as it appears this is the only way a hero is spawned and it should work no matter which hero you pick.
0
@gorang: Go
Hi,
I also spent a fair bit of time trying to work with Actors and other things to increase scale on stack. Unfortunately it seems that there is no way to perform a multiplication or anything of the sort inside an Actor, so basically you have to SET the scale directly.
So, basically, for this, I created an array variable called playerScale[8] (default 1) and one called playerScaleRamp (default 0.05) and triggers for each of my upgrades, so when an upgrade is performed, it sets playerScale[(trpl)] = (playerScale[(trpl)] + playerScaleRamp). I then call another trigger, which does a pick-all-units in unit group, and sets the scale of the unit. This only gets performed each time an upgrade is done - so it isn't overly excessive.
Then basically for my spawning triggers I set the last created unit's scale to playerScale[(owner of unit)], which represents the stacked scale amount.
It's messy but it works well.
0
OK, well, I can't for the life of me figure out how to achieve this with an effect, however, it is possible by making a trigger to run through a unit group and set scale to a variable value for each unit in that group.
Size Trigger Events Unit - (Unit 1 from base player 1) uses Upgrade HP at Generic6 - Complete stage (Ignore shared abilities) Local Variables Conditions Actions Variable - Set Scale Player 1 = (Scale Player 1 + 2.5) Unit Group - Pick each unit in Units Player 1 and do (Actions) Actions Unit - Set (Picked unit) scale to (Scale Player 1%, Scale Player 1%, Scale Player 1%) of its original size
0
In your map the Engorged behavior/buff is applied when the unit kills something and applies a model to the unit, but I can't see anywhere that the behavior directly modifies the scale of the model used to display the unit?
I am trying to create an upgrade that you research to increase hp and size, but I just can't find a way to increase the scale of a model with a behaviour in this fashion - definately the trigger you created can apply a behaviour - perhaps the behaviour could be a permanent small growth increase, and be able to stack?
We could then apply the behaviour to all units in the unit group and effectively grow them by a small amount with each stack of the behaviour.. Do behaviours stack?
0
@lordnk: Go
bump...anyone? I'm running out of hair :)
0
Hi,
I have an effect which currently upgrades HP for a unit (Zergling). I also want the effect to increase the scale of the unit (X/Y/Z) by 1 - at the moment I have come up with something resembling the following:
Variable 'ScaleValue' = 100 Trigger 'Spawn': Event: timer (spawn) expires Action: create 1 Zergling at Location Action: set unit scale to Scalevalue Scalevalue Scalevalue
-However this doesn't actually change the size of existing units when the upgrade is placed , and to be quite frank is messy and doesn't achieve the result I want.
Does anyone know how to have an upgrade or effect change any property of a particular Model?