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    posted a message on Specific way to get a units position on the map?

    I'm trying to do this:

    UNIT_A is spawned on map initialization - but whenever it's being touched by UNIT_B, it follows UNIT_B. If however UNIT_B gets killed, UNIT_A gets the command to stop where it is and wait for further instructions. Okay, so I respawn UNIT_B - walk up to UNIT_A but it doesn't follow me anymore.

    The following has been done by attaching a region to UNIT_A - I noticed however that the region is not attached and instead sits where UNIT_A has initially been spawned. I also tried doing it by defining a radius around UNIT_A that UNIT_B has to enter in order for UNIT_A to receive the follow command. Exactly the same problem as with the region. This works on the starting point of UNIT_A - but when it's somewhere on the map, UNIT_B has to trigger the follow command on the former starting point of UNIT_A again.

    Going crazy about this... isn't there a way to track where a unit is going while the game is running?

    Posted in: Miscellaneous Development
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    posted a message on Can't get my head around this CTF problem

    Well... I am trying, learning etc. - kinda noobishly I might add :)

    So what I am trying to do is "simple" capture the flag mechanics. But the system I came up with is pretty ... let's say "cheap". What I'm doing is, I create a region that triggers a simple

    Actor - Attach CTF_FlagShape to Head on Marine [44.09, 25.99] Unit - Hide CTF_Flag [37.07, 25.20]

    etc... rest I'm doing with triggers crosslinking each other. Pretty normal stuff. Yeah I know, it's pretty lame. But in all it's simplified glory, this system works except of one important detail. Since there is no real flag that's being carried around, it can't be dropped when the carrier is being killed. Does anyone know a workaround? Or has a smart system I could borrow? I've been trying to get my head into the Data Editor, but I just can't come up with something useful other than the silly flag model that I hide/unhide when someone enters the region..

    What I'm trying to do is:

    • Team 1 can capture Team 2's flag and vice versa by carrying it to their base and touching their own flag (got trigger based workarounds for that)
    • If carrying unit gets killed, flag drops - if the ownerteam of the flag touches it, it reverts back to their base - if the enemy team touches it, the touching unit will pick it up
    • If both flags are being carried, no one can "capture" the flag at the flag base

    It sounds so simple, but I'm too noobish to get it working :(

    Oh and I tried using the supplied .MOD file that some have been talking about, but It seems to have problems with the full version of SC2

    Posted in: Miscellaneous Development
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    posted a message on Editing the game lobby

    @KelvCM: Go

    You are officially my hero. This setup seems to work for me (with FFA instead of 4vs4 ofc). Did you try to lock some of the options? Does that work?

    Posted in: Miscellaneous Development
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    posted a message on walk animation and shooting missles?

    @Mille25: Go

    Think I can help with the first part at least. These animations appear to be "full body" - and since units aren't shooting and walking at the same time (usually), there was no need to add different ones. So I guess you're stuck with either the running or the shooting animation, depends on what you want.

    Posted in: Miscellaneous Development
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    posted a message on Editing the game lobby

    @Bibendus: Go

    Yes, that's what I found, too. But setting custom mode to default also does not prevent the player from reconfiguring it (which would cause my map to break sadly)...

    And yes, the corrupted header issue is also pretty annoying.

    I am just trying to do a singleplayer map with 4 AI's and 1 player. 2 of the AI's are supporting the player, whereas the other two are attacking... this just doesn't work because the lobby is totally screwing up my setup. Sometimes, I am in one of the slots where an AI was supposed to go, sometimes the AI is player, sometimes teams get mixed up and form alliances that they should not...

    My whole trigger setup totally depends on the player setup.

    Posted in: Miscellaneous Development
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    posted a message on Editing the game lobby

    You're not alone... this is just frustrating. I don't get the whole system either. Nothing I set up in the editor itself shows up in the lobby, even when I create custom modes. Can it be that hard to lock player slots/teams/colors?

    Posted in: Miscellaneous Development
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    posted a message on Player limitations on singleplayer maps?

    Hello there. I just finished a little project of mine and already published it. Yet It's intended to be singleplayer only, but in the lobby - players can join and you are able to add AI players, even when there are no slots for them. I have defined 1 (one) player slot - and 4 AI enemy slots. All the others are disabled. Anybody can give me some insight on what's happening?

    Posted in: Miscellaneous Development
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