though maybe i could make an array of ability commands and select one at random somehow at the top of the detection trigger to compare to in the switch block... hmm
good idea. thanks. that will gt rid of half the triggers id have to make otherwise. ill still have to make 1 trigger per ability though, because i need to have a trigger randomly selecting triggers from a list and playing them, one per ability. ive already done this just fine though using a variable that is an array of triggers and a random int.
i couldn't find a way to make a triger look for any ability. Any unit i found easy in the presets. but the only generic option for hte ability field was triggering ability which didnt work at all for some reason. so i resorted to looking for specific abilities rather then any... how do you make a trigger look for any ability used by any unit?
im not very concerned about counting the number of times abilities were used. simply counting up a variable in the "do stuff" section of ur switch block should do just fine.
the marine is going to be a form of active visual feedback. if u fuck up, he dies. if you do good, he dances. simple. this will be happening maybe twice a second, so i chose this form of feedback as the best option. maybe ill add a sound that plays later too, but any kind of text as feedback is out of the question.
and for the ability, how do you make an ability used by a random unit effect a very specific unit without any interaction from the user such as targeting? erm u saw my other post in the data editor :P. these 2 posts kinda go together... what i want is for example an ability on a stalker half way across the map to cause a marine somewhere elce to play a death animation or a dance animation depending if the correct ability was used, then return to normal. without anything more then the user pressing on the ability.
well what im trying to to is build a system to detect which ability was used and count them. out of something like 50 abilities. currently im running tests with just 3 abilities, and im already starting to cludder up my triggers. the way i currently do it is use a wait for trigger action in a trigger specifically designed to detect a specific ability (i need one of these triggers for each ability, this trigger can not have any events because it has to be called by yet another trigger). then i have to create the triger that im waiting for in the detection triger that simply has a Unit Uses Ability event, and counts up a variable. so thats 2 triggers per action...
i just know there must be a better way to do this, maybe with as few as 3 triggers. If i can get an ability from the data editor to change global variable or something, i could maybe do a while loop to detect the ability use instead of creating two new triggers... thats what i was thinking when i made this post anyway
Well preferably id like to play a death animation without having the unit die. which the code posted achieves to some extent. the unit will be unselectable and stationary, which should leave some options open... i could have the unit die with a specific animation then spawn another at a point location... but that doesn't seem as efficient to me, and i dont even know how to do that.
If this is possible through an ability in the data editor, that would be the best option for my project. the ability would have to simply play a specific death animation on a specific unit on the map repeatedly. so you can see why not having the unit die is a benefit here, though i could just get unit at point location after i spawn a new one... though thats a trigger thing not an ability thing i think...
also how do you differentiate between different dance animations on the marine? i tried trial and error, but theres like thousands of option combinations... i think if you set it to dance variation 0 it will always do the both hands up in the air dance every time. but none of the other variations i tried seem to do anything
I am trying to make an ability to add to a command card that simply runs a trigger, and/or edits a variable. sounds easy, but i dont even know if this is possible let alone how to do it or where to start. Please help!
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@Baldey: Go
though maybe i could make an array of ability commands and select one at random somehow at the top of the detection trigger to compare to in the switch block... hmm
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@SouLCarveRR: Go
good idea. thanks. that will gt rid of half the triggers id have to make otherwise. ill still have to make 1 trigger per ability though, because i need to have a trigger randomly selecting triggers from a list and playing them, one per ability. ive already done this just fine though using a variable that is an array of triggers and a random int.
0
@SouLCarveRR: Go
i couldn't find a way to make a triger look for any ability. Any unit i found easy in the presets. but the only generic option for hte ability field was triggering ability which didnt work at all for some reason. so i resorted to looking for specific abilities rather then any... how do you make a trigger look for any ability used by any unit?
im not very concerned about counting the number of times abilities were used. simply counting up a variable in the "do stuff" section of ur switch block should do just fine.
0
@SouLCarveRR: Go
the marine is going to be a form of active visual feedback. if u fuck up, he dies. if you do good, he dances. simple. this will be happening maybe twice a second, so i chose this form of feedback as the best option. maybe ill add a sound that plays later too, but any kind of text as feedback is out of the question.
and for the ability, how do you make an ability used by a random unit effect a very specific unit without any interaction from the user such as targeting? erm u saw my other post in the data editor :P. these 2 posts kinda go together... what i want is for example an ability on a stalker half way across the map to cause a marine somewhere elce to play a death animation or a dance animation depending if the correct ability was used, then return to normal. without anything more then the user pressing on the ability.
0
@SouLCarveRR: Go
well what im trying to to is build a system to detect which ability was used and count them. out of something like 50 abilities. currently im running tests with just 3 abilities, and im already starting to cludder up my triggers. the way i currently do it is use a wait for trigger action in a trigger specifically designed to detect a specific ability (i need one of these triggers for each ability, this trigger can not have any events because it has to be called by yet another trigger). then i have to create the triger that im waiting for in the detection triger that simply has a Unit Uses Ability event, and counts up a variable. so thats 2 triggers per action...
i just know there must be a better way to do this, maybe with as few as 3 triggers. If i can get an ability from the data editor to change global variable or something, i could maybe do a while loop to detect the ability use instead of creating two new triggers... thats what i was thinking when i made this post anyway
0
@SouLCarveRR: Go
Well preferably id like to play a death animation without having the unit die. which the code posted achieves to some extent. the unit will be unselectable and stationary, which should leave some options open... i could have the unit die with a specific animation then spawn another at a point location... but that doesn't seem as efficient to me, and i dont even know how to do that.
If this is possible through an ability in the data editor, that would be the best option for my project. the ability would have to simply play a specific death animation on a specific unit on the map repeatedly. so you can see why not having the unit die is a benefit here, though i could just get unit at point location after i spawn a new one... though thats a trigger thing not an ability thing i think...
also how do you differentiate between different dance animations on the marine? i tried trial and error, but theres like thousands of option combinations... i think if you set it to dance variation 0 it will always do the both hands up in the air dance every time. but none of the other variations i tried seem to do anything
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This is curently what i do to achive this effect:
is there a better way? theres gota be a better way... also is this possible though making an ability in the data editor? if so how!
Please help! thanks for your time.
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I am trying to make an ability to add to a command card that simply runs a trigger, and/or edits a variable. sounds easy, but i dont even know if this is possible let alone how to do it or where to start. Please help!