Yes thats what it is, Im sorry I just realized that the trigger was working the whole time, But it seems that theres no buttons or ui for the statue? I have buttons setup in the ability section of the statues data, but it seems like the buttons arent there when I select the statue.
Ok I guess I dont really need the animation anyway for what im trying to create, so Ill set that up, any idea why the control of the building isnt being swapped? Does the building being under neutral control have anything to do with it?
ok! thanks, thats probably closer to what I wanted, But it still dosent seem to work,the capitol statue revives at 1 hp(it revived correctly the with the first trigger setup also), but an error message about actors comes up and the building doesnt change control to the killing player.
So does the Death time still matter? since it seems to revive correctly without any changes?
So I was wondering how do you make a building create units every few seconds? like in Marine Arean/Bunker Wars. I assume this would be done through data, Also how do I make a unit circle around a building when its spawned?
Like this:
You can see the scv follows a path around the building, except I would want this to automatically happen when a unit is spawned from the Command Center.
I Cant seem to use anything ive imported with GE. I followed instructions from a video and a text tutorial on importing and using them, but when i goto change my new unit model it only shows an assets folder filled with the basic SC2 stuff.
Ok thanks for the help but thats not really helping me here. "So the SCV could pickup the soccerball and hold it like it would a piece of a mineral field." this is really all I want, but I have to have it so it dosent start out in its hands I want it to be able to pick it up, and take it somewhere, multiple times.
I want to make the Soccerball collectible and be put into the SCVs hands, like instead of the soccerball being a mineral field I want it to be the raw piece that you would get after gathering from a mineral field. So the SCV could pickup the soccerball and hold it like it would a piece of a mineral field.
I tried this, I tried changing it to a resource object type. I also tried changing the Resource state and type. But none of this worked.
I personally think you should use prisoner zealot for the dark zealot, thats what I used. and to rogue, just in my opinion I dont see the point in a dark high templar because in my thinking the dark is the darkness version of a templar and the high templar is the light version :P. just saying!
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Bleh I feel so stupid :/ I forgot to edit the button command type, so the button wasnt working right, sorry for wasting your time :O
Thanks though!
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Yes thats what it is, Im sorry I just realized that the trigger was working the whole time, But it seems that theres no buttons or ui for the statue? I have buttons setup in the ability section of the statues data, but it seems like the buttons arent there when I select the statue.
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Ok I guess I dont really need the animation anyway for what im trying to create, so Ill set that up, any idea why the control of the building isnt being swapped? Does the building being under neutral control have anything to do with it?
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ok! thanks, thats probably closer to what I wanted, But it still dosent seem to work,the capitol statue revives at 1 hp(it revived correctly the with the first trigger setup also), but an error message about actors comes up and the building doesnt change control to the killing player.
So does the Death time still matter? since it seems to revive correctly without any changes?
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So I am trying to create a trigger where, when a building dies (capitol statue) it is revived and changed to the triggering players control,
Tower Death Control Change
Events
Unit - Capitol Statue [103.00, 139.00] dies
Local Variables
Conditions
Actions
Unit - Revive (Triggering unit)
General - Wait 2.0 Game Time seconds
Unit - Change ownership of (Triggering unit) to player (Triggering player) and Change Color
Is what I have setup, however it dosent seem to be working. Any help or thoughts would be appreciated! :)
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So I was wondering how do you make a building create units every few seconds? like in Marine Arean/Bunker Wars. I assume this would be done through data, Also how do I make a unit circle around a building when its spawned? Like this: You can see the scv follows a path around the building, except I would want this to automatically happen when a unit is spawned from the Command Center.
Hope you can help! thanks :)
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I Cant seem to use anything ive imported with GE. I followed instructions from a video and a text tutorial on importing and using them, but when i goto change my new unit model it only shows an assets folder filled with the basic SC2 stuff.
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@silvermage: Go
Ok thanks for the help but thats not really helping me here. "So the SCV could pickup the soccerball and hold it like it would a piece of a mineral field." this is really all I want, but I have to have it so it dosent start out in its hands I want it to be able to pick it up, and take it somewhere, multiple times.
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I want to make the Soccerball collectible and be put into the SCVs hands, like instead of the soccerball being a mineral field I want it to be the raw piece that you would get after gathering from a mineral field. So the SCV could pickup the soccerball and hold it like it would a piece of a mineral field.
I tried this, I tried changing it to a resource object type. I also tried changing the Resource state and type. But none of this worked.
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Thanks! thats exactly what I wanted!
Oh and Yes I am new to Sc2 and Warcraft 3s scripting.
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Yes but I need this to work for multiple regions, and I need it to work for any unit they bring into it.
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Okay I have most of the trigger set up, theres just one problem, I have to enter, leave and reenter in order to get the constant income.
Region 1
Events
Timer - Elapsed time is 5.0 Game Time seconds
Unit - Any Unit Enters Mineral Region 1
Local Variables
Conditions
Actions
Player - Modify player (Triggering player) Minerals: Add 10
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I would have to agree with Hamster on the cloaked units, One thing I know I hate in 1v1s is getting rushed by air units that are cloaked...
But yes, I mean if your subtracting abilities from the units and giving them cloak instead, if the enemy has detection it would be of no use...
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I personally think you should use prisoner zealot for the dark zealot, thats what I used. and to rogue, just in my opinion I dont see the point in a dark high templar because in my thinking the dark is the darkness version of a templar and the high templar is the light version :P. just saying!
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I must be stupid... You lost me completely with the comparison, I understand to set it to comparison but I am lost after that...