If you don't need the bunker to actually do anything, just make a new doodad and replace the model with that of a bunker.
If you do need the bunker to just shoot things, then try taking a turreted unit like the siege tank or immortal and replacing the model with a bunker and the attack animation with that of marines. I've not tried doing this myself, but I don't see why it couldn't work given the power of the editor.
As you probably know by now some units cannot be forced to unsnap to grid (meaning you gotta place them according to grid forcefully).
I'm using bunkers a unit that fits this example.
I'm wondering if there was a way to change data values in data editor that will give me a workaround solution for this. Any ideas?
I would love to know if that is possible since I didn't find a function for that if not well I would love to find a way to give the defeat screen for all players except X (who is the winner).
Here are my victory conditions:
VictoryConditionsFFAEventsTimer-Every5.0secondsofGameTimeLocalVariablesLosers=(Emptyplayergroup)<PlayerGroup>x=0<Integer>Conditions(Useddialogitem)==ffaActionsGeneral-Foreachintegerxfrom1to8withincrement1,do(Actions)ActionsVariable-SetProtossRooms[x] = (Beacon (Protoss Large) units in (Entire map) owned by player x matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Variable - Set TerranRooms[x] = (Beacon (Terran Large) units in (Entire map) owned by player x matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Variable - Set ZergRooms[x] = (Beacon (Zerg Large) units in (Entire map) owned by player x matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
Unit Group - Add all units in ZergRooms[x] to ProtossRooms[x]
Unit Group - Add all units in TerranRooms[x] to ProtossRooms[x]
Variable - Set TotalRoomsN[x] = (Number of Living units in ProtossRooms[x])
General - If (Conditions) then do (Actions) else do (Actions)
If
TotalRoomsN[x] == 45
Then
Variable - Set Losers = (Enemies of player x)
Game - End game in Victory for player x (Show dialogs, Show score screen)
Game - End game in Defeat for the enemies(obviously this doesnt exist :P hence why i am posting)
Else
Well not zealots and zerglings but the concept is the same. I want to have 2 types of units in one unit group. I haven't found a function for that yet.
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@vjeux: Go
Tutorial on how to make casters (HT, infestors, Ravens etc) have a normal attack)You can skip the add ability and command card part :P0
Well I also need the bunker able to be loaded :S
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I haven't found a tutorial that is similar to this because this unit has naturally no attack. Any ideas?
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As you probably know by now some units cannot be forced to unsnap to grid (meaning you gotta place them according to grid forcefully).
I'm using bunkers a unit that fits this example.
I'm wondering if there was a way to change data values in data editor that will give me a workaround solution for this. Any ideas?
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title says it all
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@coldragon78: Go
Very nice tool!
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@varkarrus: Go
Most of my crashes are attributed to the text editor.
I'm guessing the leak is around there :P
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@dukka: Go
welcome!
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@Genopath: Go
bump!
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I want to to have a trigger to do something like this:
A player controls beacon X for 5 cumulative minutes
Then do actions
Meaning if a player does not control beacon X, and later gets back control he won't have to wait 5 minutes again but just the time he was missing.
Any ideas?
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@MasterDinadan: Go
Mind explaining a bit more on how the trigger will work then
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@Genopath: Go
Update: THis does not give the ability to the unit, just updates the UI as it would have the ability
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End Game in Defeat/Win for a player group.
I would love to know if that is possible since I didn't find a function for that if not well I would love to find a way to give the defeat screen for all players except X (who is the winner).
Here are my victory conditions:
Thanks in advance
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Well not zealots and zerglings but the concept is the same. I want to have 2 types of units in one unit group. I haven't found a function for that yet.
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@s3rius: Go
Thanks for your help. I want to set the selected dialogue item chosen to a new trigger.
Why am I unable to use: Variable - Set teams = (Screen button 1) as substitute for: Variable - Set teams = (Last created dialog item)
Any ideas?
Also how do I destroy the dialogue once a user has selected an item?