You can only compare data with the same type to each other. For eg, player to player, player group to player group. For your question, the easiest way is to compare value of funcion: "Player is in player group" with value "true". For player, it will be owner of triggering unit( unit you want to check). Here are the example:
Edit: Seem like you haven't had the player group A or B yet, you just mentioned team A and B. Create a player group variable and add player you want to their group first before using this condition
True. Your way works. I'm guessing the problem that mouse down or mouse up is both considered mouse click so the event fire twice. You can turn your 2 mouse up down trigger off when unnecessary to reduce some traffic
Look for exactly this. Set it to "caster" Hell, they even put on a tooltip for it like this: "Determine which player will own the unit that the behavior is applied to. "
How do you make unit is clicked event work ?? I tried before and it didn't. I used unit is selected instead and it work fine. Honestly, the only difference i can think of is when a unit has the flag clickable but not selectable. It's just the same
In case you couldn't find out. It was action pick each unit in unit group, for that unit group, choose unit in region matching condition, then set unit type to barrack, player to 1. And the action was to add that unit to your unit group
They're always ordered in the order they were created. No matter what. An option for you would be destroying dialog item, recreate it, reset variable to it. For eg: When you clickeded something, destroy and create that button, then destroy all other button and re create them (maybe in your default order)
It's not logical to modify x/y of multiple objects, unless you want to stack them altogether. If you want a lot of unit to be on precise x/y position with some kind of system, use trigger to initialize that.
with my method you can have units walk under and over the bridge no problem. i dunno about having the bridge as a LOS blocker though. that's a tough one. cause with my method you can have a zealot on a bridge start slashing away at a marine underneath the bridge :|
Sorry, my bad. I take a look at your map and your workaround is actually feasible, you just didnt explain it clearly. However many problem has to be deal with unit height (all that i can think of my head can be solved with trigger). And yeah, like a zealot with a psi sword hacking away a marine 10 feet below a bridge. Or AI pathing
Your solution is only for unit to walk into a bridge without awkwardness. Its easier to raise the terrain under the bridge and paint pathing there. The real challenge is to have 2 layers of pathing that unit can walk both on the bridge AND under it at the same time ( or even firing each other with the actual bridge as LOS blocker :) )
Look exactly like a flash game ( possibly with the same name) on amorgames :D . Anyway, good work. The huge overhead camera zoom out feels kind of odd though. How about scaling down unit instead and put the cam slightly angled ?
You need to be more specific. I guess you're talking about the default minimap. It gone black because you didn't specify color for your custom texture ( the color that will show up in the minimap) Check somewhere in the data editor. By default it should be black
Good work. I thought of this earlier but i dont think of these model yet. Some suggestion: scale down the model so they look less cluttered. Having some battle mechanics to better fit with your map name :)
To my knowledge, they changed the entire system ( since patch 13) so that targeting cursor no longer appear on the UI (wiframe, potrait) with the exception of minimap. Cursor will change to the default one so you might not have a small checkbox to make it work
1.You might not need trigonometry. Set the arc to 0 and the weapon can only fire straight in a line. You have to keep the enemy walking in that line though. I got another work around by giving behaviors to unit in separate lane like 1,2 .. ( when they are spawned). Then give each turret a different weapon with different validator that can only shoot unit that has the lane behavior. Turret 1 can only fire unit in lane 1( that has behavior 1) etc
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@rodnik: Go
You can only compare data with the same type to each other. For eg, player to player, player group to player group. For your question, the easiest way is to compare value of funcion: "Player is in player group" with value "true". For player, it will be owner of triggering unit( unit you want to check). Here are the example:
Edit: Seem like you haven't had the player group A or B yet, you just mentioned team A and B. Create a player group variable and add player you want to their group first before using this condition
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@DysprosiumDy: Go
True. Your way works. I'm guessing the problem that mouse down or mouse up is both considered mouse click so the event fire twice. You can turn your 2 mouse up down trigger off when unnecessary to reduce some traffic
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Look for exactly this. Set it to "caster" Hell, they even put on a tooltip for it like this: "Determine which player will own the unit that the behavior is applied to. "
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@DysprosiumDy: Go
How do you make unit is clicked event work ?? I tried before and it didn't. I used unit is selected instead and it work fine. Honestly, the only difference i can think of is when a unit has the flag clickable but not selectable. It's just the same
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@X21: Go
It was actually quite easy to do with trigger
In case you couldn't find out. It was action pick each unit in unit group, for that unit group, choose unit in region matching condition, then set unit type to barrack, player to 1. And the action was to add that unit to your unit group
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@SquarelyCircle: Go
They're always ordered in the order they were created. No matter what. An option for you would be destroying dialog item, recreate it, reset variable to it. For eg: When you clickeded something, destroy and create that button, then destroy all other button and re create them (maybe in your default order)
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@I0ITFP: Go
It's not logical to modify x/y of multiple objects, unless you want to stack them altogether. If you want a lot of unit to be on precise x/y position with some kind of system, use trigger to initialize that.
0
Sorry, my bad. I take a look at your map and your workaround is actually feasible, you just didnt explain it clearly. However many problem has to be deal with unit height (all that i can think of my head can be solved with trigger). And yeah, like a zealot with a psi sword hacking away a marine 10 feet below a bridge. Or AI pathing
0
@ArcadeRenegade: Go
Your solution is only for unit to walk into a bridge without awkwardness. Its easier to raise the terrain under the bridge and paint pathing there. The real challenge is to have 2 layers of pathing that unit can walk both on the bridge AND under it at the same time ( or even firing each other with the actual bridge as LOS blocker :) )
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@God_Deathwing: Go
Look exactly like a flash game ( possibly with the same name) on amorgames :D . Anyway, good work. The huge overhead camera zoom out feels kind of odd though. How about scaling down unit instead and put the cam slightly angled ?
0
@rodnik: Go
You need to be more specific. I guess you're talking about the default minimap. It gone black because you didn't specify color for your custom texture ( the color that will show up in the minimap) Check somewhere in the data editor. By default it should be black
0
@Movali: Go
Good work. I thought of this earlier but i dont think of these model yet. Some suggestion: scale down the model so they look less cluttered. Having some battle mechanics to better fit with your map name :)
0
@nateZinger: Go
To my knowledge, they changed the entire system ( since patch 13) so that targeting cursor no longer appear on the UI (wiframe, potrait) with the exception of minimap. Cursor will change to the default one so you might not have a small checkbox to make it work
0
@redpand: Go
1.You might not need trigonometry. Set the arc to 0 and the weapon can only fire straight in a line. You have to keep the enemy walking in that line though. I got another work around by giving behaviors to unit in separate lane like 1,2 .. ( when they are spawned). Then give each turret a different weapon with different validator that can only shoot unit that has the lane behavior. Turret 1 can only fire unit in lane 1( that has behavior 1) etc
0
@I0ITFP: Go
Select all the doodad you want, click menu->edit-> modify properties( or Enter)