Load
Event: Any unit loads cargo
Condition: Owner of triggring unit=player0
Condition: Or bracket with "type of triggering unit=" for each mount you have
Action: Change ownership of triggering unit to (owner of triggering freight unit)
Unload:
Event: Any unit unloads cargo
Condition: Number of alive units in (cargo units in triggering unit) =0
Condition: Or bracket with "type of triggering unit=" for each mount you have
Action: Change ownership of triggering unit to player 0
This check:
Condition: Or bracket with "type of triggering unit=" for each mount you have
Would be better if it were "Unit has ability" and you specify the driver seat ability unique to all your vehicles. Then you won't have to modify this trigger if you implement a new vehicle.
Figured it out, and I can shave an entire trigger off your setup: If you change the Target Filter to "Neutral" instead of Ally, you can leave the vehicle player neutral and this will work as well, which doesn't require an "alliances" trigger to initialize.
@ShadowDancer93, you should find trigger conditions for "unit is killed" - use this condition and actions for "modify unit property" like this:
Event - Any unit is killed
Variable - k = Unit Kills (Cargo Unit in (Killing Unit) in slot 1)
Condition - Comparison (Unit has ability - Killing Unit has <YOUR DRIVER SEAT ABILITY HERE>)
Actions - Cycle k from 1 to 1000000000
Set Unit Property: Killing Unit, kills, 0
Set Unit Property: Cargo Unit in Killing Unit in slot 1, kills, k
Edit: I think you're making this much too hard on yourself
Look at Larva and the Morph abilities they use to become other units. They work very well, you should be able to break them down and apply your own model to the transition animation.
On top of this, you can simply create a trigger for "Unit Uses Ability," set it to this ability/unit as you see fit, and do a "Change Owner" action.
I've been working on this vehicle trigger thing for a bit, I haven't tried yours but I have a question.. How does a unit load cargo it doesn't control? How do you ask a vehicle owned by a neutral party to load your unit, beginning this trigger?
In mine, I have the trigger occur when a unit enters within 1.0 distance of the vehicle, and have the vehicle react by changing factions and loading the hero. however I run into trouble trying to set this up for many vehicles at once (without having to define a trigger for each)
made some item models for terran but stripping them off the units.
PLEASE post these models and/or give a little rundown of how you popped them out - I would REALLY love some good Item models to use instead of crates...
I think the trick is going to be the command card and requirements. I'm satisfied with having all my abilities pre-loaded on the command card if necessary, but I can't even find a way to link a requirement to this (to have them light up or w/e)
I see "Ability enabled" under items, but I can't seem to match this up with requirements / command cards etc. Has anyone managed to implement an item that enables an ability, or knows of an existing example?
You want to use "Upgrades" - take a look at Metabolic Boost or something like that, and how it sets 3 variables, speed, model and wireframe - you can have these upgrades "Add" instead of "set" and use the other stats instead of speed.
I've updated my map, please I'm asking any and all to test it for this issue. You'll have to collect some items and run around for a bit, but the issue usually occurs sooner or later. I notice it usually as I'm being attacked.
Please try it out (it's a little fun even though it's just beginning)
I'm testing a map with an inventory and a handful of items, but randomly throughout playing when my character (with the inventory) is hit, some or all of the items disappear from the inventory.
0
This check: Condition: Or bracket with "type of triggering unit=" for each mount you have
Would be better if it were "Unit has ability" and you specify the driver seat ability unique to all your vehicles. Then you won't have to modify this trigger if you implement a new vehicle.
0
Figured it out, and I can shave an entire trigger off your setup: If you change the Target Filter to "Neutral" instead of Ally, you can leave the vehicle player neutral and this will work as well, which doesn't require an "alliances" trigger to initialize.
@ShadowDancer93, you should find trigger conditions for "unit is killed" - use this condition and actions for "modify unit property" like this:
Event - Any unit is killed
Variable - k = Unit Kills (Cargo Unit in (Killing Unit) in slot 1)
Condition - Comparison (Unit has ability - Killing Unit has <YOUR DRIVER SEAT ABILITY HERE>)
Actions - Cycle k from 1 to 1000000000 Set Unit Property: Killing Unit, kills, 0 Set Unit Property: Cargo Unit in Killing Unit in slot 1, kills, k
0
A turret points in the direction it's "facing." You can use the actions around "Make Unit Face ..." to turn your turret.
0
Edit: I think you're making this much too hard on yourself
Look at Larva and the Morph abilities they use to become other units. They work very well, you should be able to break them down and apply your own model to the transition animation.
On top of this, you can simply create a trigger for "Unit Uses Ability," set it to this ability/unit as you see fit, and do a "Change Owner" action.
0
set unit property health regeneration rate -1 set it back to 0 when the time is up
0
I've been working on this vehicle trigger thing for a bit, I haven't tried yours but I have a question.. How does a unit load cargo it doesn't control? How do you ask a vehicle owned by a neutral party to load your unit, beginning this trigger?
In mine, I have the trigger occur when a unit enters within 1.0 distance of the vehicle, and have the vehicle react by changing factions and loading the hero. however I run into trouble trying to set this up for many vehicles at once (without having to define a trigger for each)
0
PLEASE post these models and/or give a little rundown of how you popped them out - I would REALLY love some good Item models to use instead of crates...
0
I think the trick is going to be the command card and requirements. I'm satisfied with having all my abilities pre-loaded on the command card if necessary, but I can't even find a way to link a requirement to this (to have them light up or w/e)
0
I see "Ability enabled" under items, but I can't seem to match this up with requirements / command cards etc. Has anyone managed to implement an item that enables an ability, or knows of an existing example?
0
I think there's a mover specifically for cliff jumping (as in Reaper) but I know the Colossus mover works for sliding up or down cliffs at the least.
If you can't have an item set a mover, you might look at triggers that could set a unit's mover if it has an item.
0
You want to use "Upgrades" - take a look at Metabolic Boost or something like that, and how it sets 3 variables, speed, model and wireframe - you can have these upgrades "Add" instead of "set" and use the other stats instead of speed.
if you need more info just ask
0
The items should be invulnerable, are they actually taking damage while in the inventory?
Thanks for the tip btw
0
Edit: Shortcut to map http://www.sc2mapster.com/maps/testing4/files/1-testing4/
I've updated my map, please I'm asking any and all to test it for this issue. You'll have to collect some items and run around for a bit, but the issue usually occurs sooner or later. I notice it usually as I'm being attacked.
Please try it out (it's a little fun even though it's just beginning)
0
I'm testing a map with an inventory and a handful of items, but randomly throughout playing when my character (with the inventory) is hit, some or all of the items disappear from the inventory.
WTF??
0
Nobody? I just want to use a sound with my own weapon.