Reflections only work when you have the lighting option in the visuals menu on at least high.
Any other way will have to work with fog of war or tiny black units that you hide/unhide with calculations etc.
A minimum of 3 players required, and after that you say no more than 3. I don't get it, do we need to make minigames with 3 or more people required or 3 or less? Both seem kinda odd to me, players required 1-8 would be best imo (I know, when you are alone you always win, but some minigames don't have that, like get to the exit first, you might not even get to the exit at all)
How do you do it? Ordering an unit that has the ability with cost 0 and stuff like that to upgrade into something else does nothing for me... :/ Not even change into a building without the animation... Nothing at all... All other stuff in the trigger works, it feels to me as if the action doesn't work.
What I used:
Command Center with upgrade to Orbital Command ability. In the trigger I said:
It does nuttin', Can anyone help plz? Would be greatly appreciated :)
Any way to make it LOOK like upgraded (name etc. doesn't have to change) is fine too.
It appears that ordering something to do something doesn't override requirements...
Use a switch (search it in editor) based on the value of 'Units in region matching blabla' (you can set unit types and whether dead/not this way) Case 1: give player 1 10 minerals, case 2 give player 30 minerals, etc.
Both my initialization trigger and the one that kills give an error, i'll copy the parts with arrays :)
Initialization:
General - For each integer X from 1 to 4 with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Status of player X) == Playing
Then
Variable - Modify Amount of Players: + 1
Unit - Create 1 Commander for player X at (Start location of player X) facing (Position of Base [38.00, 34.00]) (No Options)
Variable - Set Commander[X] = (Last created unit)
Kill:
General - For each integer X from 1 to Amount of Players with increment 1, do (Actions)
Actions
Player - Modify player X Minerals: Add 1
Player - Modify player 6 Minerals: Subtract 1
Text Tag - Create a text tag with the text "+1" for (Player group((Owner of Commander[X]))), using a font size of 24, at (Position of Commander[X]) and height offset 1.0 (initially Visible) can also set whether false is enforced
Text Tag - Set Duration time for (Last created text tag) to 2.0 seconds
Else
Text Tag - Create a text tag with the text ("+" + (Text((Minerals cost of (Unit type of (Triggering unit)))))) for (Player group((Owner of (Killing unit)))), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0 (initially Visible) can also set whether false is enforced
Text Tag - Set Duration time for (Last created text tag) to 2.0 seconds
Variable - Modify Player Kills[(Killing player)]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(Player Kills[(Killing player)]))
General - Wait 2.0 Game Time seconds
Text Tag - Destroy (Last created text tag)
Mmh this new editor is annoying :)
EDIT:
Due to some miracle I have no more problems. I really have no idea why, but hey, I'm happy :)
Okay, I found the actor, duplicated it and made it work on my drop marine spell. The problem I have now is that once the marine is spawned from the drop pod, another drop pod falls down the sky. It doesn't spawn a marine, though.
I get this error quite a lot. What does it mean? Yes, sure, an index that's overflowing, so I'm adressing, in example, paladin[5] when the array goes until [4].
But it has to have to do with something else, as all my variable arrays are like paladin[4] and i'm adressing a max of paladin[4] in my for loops.
0
I doubt it'll be useful once the new patch comes out. If blizzard doesn't add auto-localization I declare them retarded.
0
Go to it's actor, then Events +, At the upper event ActorCreation, remove "ValidateUnit CentrificalHooksResearch"
0
Thanks, it works! :D
0
Reflections only work when you have the lighting option in the visuals menu on at least high. Any other way will have to work with fog of war or tiny black units that you hide/unhide with calculations etc.
0
A minimum of 3 players required, and after that you say no more than 3. I don't get it, do we need to make minigames with 3 or more people required or 3 or less? Both seem kinda odd to me, players required 1-8 would be best imo (I know, when you are alone you always win, but some minigames don't have that, like get to the exit first, you might not even get to the exit at all)
0
How do you change the music that's playing right now? So that the music fades into the new one you want to play? Imported music, btw.
0
Thanks a huge lot! :D But why don't we just have it save enters...? It's rly annoying... >_>
0
How do you do it? Ordering an unit that has the ability with cost 0 and stuff like that to upgrade into something else does nothing for me... :/ Not even change into a building without the animation... Nothing at all... All other stuff in the trigger works, it feels to me as if the action doesn't work. What I used: Command Center with upgrade to Orbital Command ability. In the trigger I said:
It does nuttin', Can anyone help plz? Would be greatly appreciated :) Any way to make it LOOK like upgraded (name etc. doesn't have to change) is fine too.
It appears that ordering something to do something doesn't override requirements...
0
Use a switch (search it in editor) based on the value of 'Units in region matching blabla' (you can set unit types and whether dead/not this way) Case 1: give player 1 10 minerals, case 2 give player 30 minerals, etc.
0
After just entirely re-doing the ability I run into even more problems... (see first post)
Nevermind: fixed by MASS DUPLICATION ftw...
0
What I have used for a similar effect is to add fog and make it black. Lights pierce through the fog :)
0
Just once. I'll have to check the 'spawn unit' effect more closely once I come back from dinner...
0
Both my initialization trigger and the one that kills give an error, i'll copy the parts with arrays :)
Initialization:
Kill:
Mmh this new editor is annoying :)
EDIT: Due to some miracle I have no more problems. I really have no idea why, but hey, I'm happy :)
0
Okay, I found the actor, duplicated it and made it work on my drop marine spell. The problem I have now is that once the marine is spawned from the drop pod, another drop pod falls down the sky. It doesn't spawn a marine, though.
And thanks for all the help so far! :D
0
I get this error quite a lot. What does it mean? Yes, sure, an index that's overflowing, so I'm adressing, in example, paladin[5] when the array goes until [4]. But it has to have to do with something else, as all my variable arrays are like paladin[4] and i'm adressing a max of paladin[4] in my for loops.