This is pretty important as I have found that even when in sight range the trigger will be broken if the unit is already moving to it from when it was in the fog. The unit must turn away from the bunker once they are within sight, then reacquire the bunker as a movement target. This is a bigger issue than I thought...
Would that mean that this is a bug? Because that seems as if it is using move as the order which is why I cant re-issue the same order even when in sight. But it isn't working for triggers.
I'm trying to get my units to bunker into a neutral bunker and have everything working so far, except that when the targeted bunker is not in visible sight range (only covered by fog, but explored) the movement trigger does not activate to allow the shared control of said bunker. When I look at the command card while the unit is moving to a hidden bunker, it does not highlight any commands so I don't know what order it is classing the trigger as.
So far I have: move (move) in the trigger which works when the bunker is in sight. I have also tried linking: Move (beacon) and Patrol (move) to the event but they do not pickup the order either.
So, when a unit is issued the order to move to a unit/building that is hidden in the fog, what command do I class as the event trigger?
Nvm. I just figured I can create a integer variable (switch) for each player, setting it when the AI/player would trigger the ability. Then making the dummy ability also trigger depending on the switch position.
What I'm trying to do is to make an AI script which tells a computer controlled unit to exit from a neutral bunker by triggering a Dummy ability that I have applied to the neutral bunker. The part that makes it hard is that a computer player can also be a human player if the host allows.
The Problem is that when I trigger the ability to be used for the computer player, it doesn't allow me to choose who to actually make the triggering player. So when my dummy ability calls for the 'triggering player' comparison in the conditions, it doesn't actually know who to pick and I assume classes the neutral player (real owner) as the triggering player instead of the player sharing the control.
Any idea how to get around something like this? Or must I rewrite an entire extra set of custom abilities and triggers for each potential AI player?
Nah, they won't move out when in the bunker unfortunately. I currently have that built into the trigger already for after the unit exits. The move trigger activates if I manually exit the bunker, but will not activate while inside it.
This is very important for me as I have multiple players units in a neutral bunker and I wish to disable the cargo interface so they can't see or eject each other when they are inside, but can still eject a single unit.
That's a good idea. I could cache the unit and remove it then load it back in outside the bunker.
The way I was thinking the trigger feature would work though, is by triggering a click on the cargo interface for the appropriate slot which is determined by the find cargo position. I am of course also assuming you could still trigger a click on a UI which is hidden.
I mean, If I can click something in the basic game you would think there would be a way to trigger that click also.
Thanks for the replies.
EDIT: There is also a command under the Bunker load/unload ability called UnloadUnit, along with Load, UnloadAll, UnloadAt and Loadall and is it possible to string or reference the command linked to a unit (variable)?
EDIT2: Also, it does not have to be multi-phase exactly, as you could click the target point yourself. Or make a later action do that part for you. In fact I don't even require a target point to exit to, just exit next to it like when you click the unit or unload all.
I'm trying to design a trigger that only unloads the chosen unit from cargo while leaving the rest of the occupants inside, but all I can seem to find for unloading is 'unload all'. Can anybody point me in the right direction please?
What I did was reduced the volume rolloff points volume integer for index 1 as well as the distance. This seems to adjust the maximum amount sound will fade over the set distance. You raise it to like -20 to reduce the fade out, or raise it all the way to 0 and have the sound cut out a lot more sharply when it hits the max distance.
Would this system allow say 4 different players in a single bunker to all be shooting at their own separate targets? I'm looking for a system just like that.
Ok, thanks a heap for the info guys. I'm glad these features were implemented it should help a lot.
Hmm... I sort of expected that if they were there, they would be hackable somewhat. I decided not to be too worried though as most people wont care about another players stats/levels anyway, I'm just implementing it for people who enjoy keeping track of it themselves.
Yeah that is very possible, I used to do that in the WC3 editor. You can save cache values for the session easily enough, but the way I want to do this is so that you could go through all the levels, then exit the game, start a new game all over from the beginning but with the statistics/level you had acquired from your last playthrough.
To put it more easily, I need a cache that retains it's value even upon exiting/restarting the map.
Hi, just getting into the SC2 editor coming from WC3 and wondering if it is possible to save data for new games? For example, an RPG hero which can start new games with his old level and gear. Or a persistant stats/rank feature which saves statistics based on all the times you have played a specific map.
If so, is it advanced stuff? like will I need to learn some form of coding? Are there any tutorials or existing threads somewhere which go into detail on it? (I did look but couldn't find any, though it is hard to word out for a search).
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Bump.
This is pretty important as I have found that even when in sight range the trigger will be broken if the unit is already moving to it from when it was in the fog. The unit must turn away from the bunker once they are within sight, then reacquire the bunker as a movement target. This is a bigger issue than I thought...
Would that mean that this is a bug? Because that seems as if it is using move as the order which is why I cant re-issue the same order even when in sight. But it isn't working for triggers.
0
I also just tried linking the trigger through 'smart command' instead of move, and it still would not work until the bunker was in sight range. :S
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I'm trying to get my units to bunker into a neutral bunker and have everything working so far, except that when the targeted bunker is not in visible sight range (only covered by fog, but explored) the movement trigger does not activate to allow the shared control of said bunker. When I look at the command card while the unit is moving to a hidden bunker, it does not highlight any commands so I don't know what order it is classing the trigger as.
So far I have: move (move) in the trigger which works when the bunker is in sight. I have also tried linking: Move (beacon) and Patrol (move) to the event but they do not pickup the order either.
So, when a unit is issued the order to move to a unit/building that is hidden in the fog, what command do I class as the event trigger?
0
Nvm. I just figured I can create a integer variable (switch) for each player, setting it when the AI/player would trigger the ability. Then making the dummy ability also trigger depending on the switch position.
0
What I'm trying to do is to make an AI script which tells a computer controlled unit to exit from a neutral bunker by triggering a Dummy ability that I have applied to the neutral bunker. The part that makes it hard is that a computer player can also be a human player if the host allows.
The Problem is that when I trigger the ability to be used for the computer player, it doesn't allow me to choose who to actually make the triggering player. So when my dummy ability calls for the 'triggering player' comparison in the conditions, it doesn't actually know who to pick and I assume classes the neutral player (real owner) as the triggering player instead of the player sharing the control.
Any idea how to get around something like this? Or must I rewrite an entire extra set of custom abilities and triggers for each potential AI player?
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@fr0d0b0ls0n: Go
Nah, they won't move out when in the bunker unfortunately. I currently have that built into the trigger already for after the unit exits. The move trigger activates if I manually exit the bunker, but will not activate while inside it.
This is very important for me as I have multiple players units in a neutral bunker and I wish to disable the cargo interface so they can't see or eject each other when they are inside, but can still eject a single unit.
@RileyStarcraft: Go
That's a good idea. I could cache the unit and remove it then load it back in outside the bunker.
The way I was thinking the trigger feature would work though, is by triggering a click on the cargo interface for the appropriate slot which is determined by the find cargo position. I am of course also assuming you could still trigger a click on a UI which is hidden.
I mean, If I can click something in the basic game you would think there would be a way to trigger that click also.
Thanks for the replies.
EDIT: There is also a command under the Bunker load/unload ability called UnloadUnit, along with Load, UnloadAll, UnloadAt and Loadall and is it possible to string or reference the command linked to a unit (variable)?
EDIT2: Also, it does not have to be multi-phase exactly, as you could click the target point yourself. Or make a later action do that part for you. In fact I don't even require a target point to exit to, just exit next to it like when you click the unit or unload all.
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Also, If it matters/helps at all I'm using the bunker load/unload system.
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I'm trying to design a trigger that only unloads the chosen unit from cargo while leaving the rest of the occupants inside, but all I can seem to find for unloading is 'unload all'. Can anybody point me in the right direction please?
0
What I did was reduced the volume rolloff points volume integer for index 1 as well as the distance. This seems to adjust the maximum amount sound will fade over the set distance. You raise it to like -20 to reduce the fade out, or raise it all the way to 0 and have the sound cut out a lot more sharply when it hits the max distance.
0
Would this system allow say 4 different players in a single bunker to all be shooting at their own separate targets? I'm looking for a system just like that.
0
Ok, thanks a heap for the info guys. I'm glad these features were implemented it should help a lot.
Hmm... I sort of expected that if they were there, they would be hackable somewhat. I decided not to be too worried though as most people wont care about another players stats/levels anyway, I'm just implementing it for people who enjoy keeping track of it themselves.
0
Yeah that is very possible, I used to do that in the WC3 editor. You can save cache values for the session easily enough, but the way I want to do this is so that you could go through all the levels, then exit the game, start a new game all over from the beginning but with the statistics/level you had acquired from your last playthrough.
To put it more easily, I need a cache that retains it's value even upon exiting/restarting the map.
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Very interesting suggestion. Like a password system... I like!
Thanks a lot for that. At least I can start working now knowing there is a system to fall back to. :)
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I just need to know if it is possible so I can start preparing the rest of the map. Nobody knows?
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Hi, just getting into the SC2 editor coming from WC3 and wondering if it is possible to save data for new games? For example, an RPG hero which can start new games with his old level and gear. Or a persistant stats/rank feature which saves statistics based on all the times you have played a specific map.
If so, is it advanced stuff? like will I need to learn some form of coding? Are there any tutorials or existing threads somewhere which go into detail on it? (I did look but couldn't find any, though it is hard to word out for a search).