Ok, I've got it now to where it transfer's ownership, but in the wrong direction. The unit that would be dealing the killing damage is transferred to ownership of the owner of the building, but I need the building to be transferred to the owner of the unit.
I've tried playing around with all the different options for launch, impact, and transfer unit, but haven't found a winning combination.
I've changed the way I wanted to go about it, and I've decided to make it triggered by a behavior that fires as a fatal response, rather than due to construction.
Still, I can't figure out what settings go where to make the Modify Unit effect transfer ownership to the attacker. Is there a description anywhere of what values to modify in that effect?
On the map there are buildings placed that begin neutral. I want them to transfer ownership to anyone that builds something up next to them, and for them to be able to transfer ownership again if someone else happens to destroy that building and then build their own building next to it.
Right now, I'm able to give resources to the owner of anyone who makes that building next to it, but I cannot figure out how to get the modify unit effect to transfer the ownership.
Basically, just trying to do something like Xel'Naga towers but have it transfer actual ownership, rather than just interact. Any help?
Use an action that sets the player color to the desired color and have it change color of existing units. You can do this in the same part of the trigger that assigns people where they're going, its just one more action. Don't worry about locking colors or anything like that in attributes or variants, it can just be done at run-time (at least thats how I do it).
Oh, sorry, wasted some of your time, its just an integer variable that stores the player numbers (things run together in my head sometimes :) )
It being an array is just set in the variable itself (theres an array flag you set after defining it as an integer). As far as your map, if ALL you're doing is picking which spot to start them at and there is no need down the line to reference who you placed where, you can just do something that ignores a lot of my setup (which I have because I reference a lot of that information later) and in the get selected faction trigger rescue the player units and set the player color based on that.
So you'd have the units you want as red placed in the mapmaker for player one, use a unit variable thats all of player 1's units and if the player selected the red color attribute, rescue player 1's units for that player (and set that player's color to red)
Yes they're global variables. Player-Faction and Faction-Player are player variable arrays. The player faction is so I can get what faction the player is assigned to (Like Player-Faction[1] gives me what faction Player 1 is) wheres Faction-Player is just the inverse of that (Faction-Player[1] gives me what player was assigned to Faction 1). Human Playing and Faction Alive are just booleans I use to track certain things related to those factions.
Like I have two teams, a team loses if either there are no more humans or all of the factions have been killed, those two variables are used for that (among other things)
Basically what it does is it reads an attribute value (I created my own) and then sets some variables and runs actions based upon that. It's also able to read any attribute, including color, but I haven't tried it with that. One the map, the bases or whatever that the player is going to are placed into a unit group that is given to the player and anything involving locations for that base goes off of variables set in the get player faction trigger.
Basically I'd like for units with the veterancy behavior and attributes still be able to show two (or more) weapons while still being able to see the experience bar (Don't care about attribute visibility).
I tried hiding the attributes, but all that does is hide them. Hiding the veterancy hides the experience bar, so I'm looking for a way that the only unit ui change it makes is showing a veterancy bar.
I'd like to make Mass Recall place units as close to the center of below the Mothership as there is space.
Currently, It places units in relation to the Mothership as they are in relation to the target point of the Recall ability (IE if the unit recalled is 1 range to the right of the spot you clicked on, it is recalled to 1 range to the right of the mothership). Essentially, I'd rather it teleport directly below the mothership if there is nothing in the way.
You need to apply a requirement to the research ability where you define the upgrade. The requirement should have under "Show" first the Not Operator, and then equals, then count upgrade <that upgrade> queued or better equals 1.
Just a suggestion, but for the leap you could try altering Psionic Shockwave ability from Hybrid Maar to see if you can make that do what you want. It applies a force and has effects to alter height, it looks like a jump. It avoids the whole missile thing, not sure about other unintended effects.
If the negative effects happen through use of behaviors, you can also create a behavior that disables certain behaviors or classes of behaviors and apply it to the unit (or have it be casted on the unit with an ability)
So what I want to do is create a Merge ability that requires two different units. The player that will have the two different units will have several of each type of unit however. I don't want them to be able to merge two of one type of unit, as I intend to be able to have them able to reverse the merge.
The problem is I can't find to set the requirements for what units are required, is it even possible to set this?
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@DrSuperEvil: Go
Ok, I've got it now to where it transfer's ownership, but in the wrong direction. The unit that would be dealing the killing damage is transferred to ownership of the owner of the building, but I need the building to be transferred to the owner of the unit.
I've tried playing around with all the different options for launch, impact, and transfer unit, but haven't found a winning combination.
0
@DrSuperEvil: Go
I've changed the way I wanted to go about it, and I've decided to make it triggered by a behavior that fires as a fatal response, rather than due to construction.
Still, I can't figure out what settings go where to make the Modify Unit effect transfer ownership to the attacker. Is there a description anywhere of what values to modify in that effect?
0
So here's what I'm trying to do:
On the map there are buildings placed that begin neutral. I want them to transfer ownership to anyone that builds something up next to them, and for them to be able to transfer ownership again if someone else happens to destroy that building and then build their own building next to it.
Right now, I'm able to give resources to the owner of anyone who makes that building next to it, but I cannot figure out how to get the modify unit effect to transfer the ownership.
Basically, just trying to do something like Xel'Naga towers but have it transfer actual ownership, rather than just interact. Any help?
0
@Lorthas: Go
Use an action that sets the player color to the desired color and have it change color of existing units. You can do this in the same part of the trigger that assigns people where they're going, its just one more action. Don't worry about locking colors or anything like that in attributes or variants, it can just be done at run-time (at least thats how I do it).
0
@Lorthas: Go
Oh, sorry, wasted some of your time, its just an integer variable that stores the player numbers (things run together in my head sometimes :) )
It being an array is just set in the variable itself (theres an array flag you set after defining it as an integer). As far as your map, if ALL you're doing is picking which spot to start them at and there is no need down the line to reference who you placed where, you can just do something that ignores a lot of my setup (which I have because I reference a lot of that information later) and in the get selected faction trigger rescue the player units and set the player color based on that.
So you'd have the units you want as red placed in the mapmaker for player one, use a unit variable thats all of player 1's units and if the player selected the red color attribute, rescue player 1's units for that player (and set that player's color to red)
0
@Lorthas: Go
Yes they're global variables. Player-Faction and Faction-Player are player variable arrays. The player faction is so I can get what faction the player is assigned to (Like Player-Faction[1] gives me what faction Player 1 is) wheres Faction-Player is just the inverse of that (Faction-Player[1] gives me what player was assigned to Faction 1). Human Playing and Faction Alive are just booleans I use to track certain things related to those factions.
Like I have two teams, a team loses if either there are no more humans or all of the factions have been killed, those two variables are used for that (among other things)
0
@Lorthas: Go
This is how I've done it:
http://paste.sc2mapster.com/2750/
http://paste.sc2mapster.com/2751/
http://paste.sc2mapster.com/2752/
Basically what it does is it reads an attribute value (I created my own) and then sets some variables and runs actions based upon that. It's also able to read any attribute, including color, but I haven't tried it with that. One the map, the bases or whatever that the player is going to are placed into a unit group that is given to the player and anything involving locations for that base goes off of variables set in the get player faction trigger.
0
So if the player has the minerals, it subtracts them, but even if they have no minerals it will still fire (training units and upgrades).
This didn't happen before and I have no idea whats changed to cause this, anyone know?
0
Basically I'd like for units with the veterancy behavior and attributes still be able to show two (or more) weapons while still being able to see the experience bar (Don't care about attribute visibility).
I tried hiding the attributes, but all that does is hide them. Hiding the veterancy hides the experience bar, so I'm looking for a way that the only unit ui change it makes is showing a veterancy bar.
0
I'd like to make Mass Recall place units as close to the center of below the Mothership as there is space.
Currently, It places units in relation to the Mothership as they are in relation to the target point of the Recall ability (IE if the unit recalled is 1 range to the right of the spot you clicked on, it is recalled to 1 range to the right of the mothership). Essentially, I'd rather it teleport directly below the mothership if there is nothing in the way.
0
@Menace651: Go
You need to apply a requirement to the research ability where you define the upgrade. The requirement should have under "Show" first the Not Operator, and then equals, then count upgrade <that upgrade> queued or better equals 1.
0
@Klishu: Go
Just a suggestion, but for the leap you could try altering Psionic Shockwave ability from Hybrid Maar to see if you can make that do what you want. It applies a force and has effects to alter height, it looks like a jump. It avoids the whole missile thing, not sure about other unintended effects.
0
Is it possible to make learned abilities cost more than 1 point? I haven't figured a way out yet and can't find anything about it in a search.
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@ndudz: Go
If the negative effects happen through use of behaviors, you can also create a behavior that disables certain behaviors or classes of behaviors and apply it to the unit (or have it be casted on the unit with an ability)
0
So what I want to do is create a Merge ability that requires two different units. The player that will have the two different units will have several of each type of unit however. I don't want them to be able to merge two of one type of unit, as I intend to be able to have them able to reverse the merge.
The problem is I can't find to set the requirements for what units are required, is it even possible to set this?