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    posted a message on Turning off a light?
    Quote from Mythrilia: Go

    @LazyCoder: Go

    To turn off the lights: Actor - Send actor message "Signal LightPowerOff" to all actors contained by game region (Entire map)

    You have to manually type in the LightPowerUp/Off parts once you've selected Signal (which is under Value). Works great in maps that change the lighting between day and night.

    Just a small correction. I found that you needed to use "LightPowerDown" instead of "LightPowerOff"

    Posted in: Triggers
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    posted a message on Gate/Door problems

    Anybody?

    Posted in: Project Workplace
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    posted a message on Lighting question

    Hey,

    Just a quick question about lighting but how do I get rid of shadows? I have a map that takes place indoors and it looks a bit stupid when the sun is moving everyones shadows one direction. Thanks.

    Posted in: Project Workplace
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    posted a message on 101 "That doesn't sound too difficult..." Projects!

    Getting some doors to open and close randomly. Thought it would take 5 minutes and it ended up taken 3 hours.

    Posted in: Miscellaneous Development
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    posted a message on How do I change the rotation of a unit?

    You could also hold Ctrl and click where you want the unit to face once you've placed and selected it.

    Posted in: Miscellaneous Development
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    posted a message on Gate/Door problems

    Hey, I'm making a map that has lots of gates frequently opening and closing and I've noticed that while a gate is running through the animation in which it lowers/opens, units are able to walk through it. I was wondering how I can either make it so that units cannot walk through the gate until it is completely lowered/opened or how I can speed up how fast the gate lowers/opens. Thanks.

    Posted in: Project Workplace
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    posted a message on Need help manipulating lighting

    I don't know much about flashlights and lighting effects but if you're willing to settle for a cone-shaped line of sight then I believe ProzaicMuze is making a tutorial on that.

    Posted in: Project Workplace
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    posted a message on Respawning problems

    @7MM3: Go

    Got it. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Respawning problems

    @ChronoHydralisk: Go That's what the triggers in my first post were based around. They would keep track of the number of units in the unit group "Aliens" through the variable "Room Aliens". The problem was that the zerglings weren't being added to the unit group for some reason.

    @zeldarules28: Go I had the beta editor before the game released and now I don't know how to find out if I'm still using it.

    Posted in: Miscellaneous Development
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    posted a message on Respawning problems

    @Feldeat: Go

    The thing is, I intend to have multiple rooms each with their own group of zerglings. I was planning for each room to have 10 zergling guards and that if a zergling were to die then it would be replaced in the room it was guarding. But I've found a way to fix the problem if the zerglings left the room. I've made a trigger that will kill any extra zergling in the room so that if the original guards returned and there were now too many zerglings it would automatically bring down the number of guards. Thanks for your help.

    Posted in: Miscellaneous Development
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    posted a message on Respawning problems

    Thanks for the quick reply but that doesn't do exactly what I hoped for. While the zerglings do respawn when they die. Additional zerglings also spawn if the original zerglings leave the region. I want additional zerglings to spawn only when a zergling that is guarding the room is killed that way the total number of zerglings will always be the same.

    Posted in: Miscellaneous Development
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    posted a message on Respawning problems

    I'm still pretty new to the SCII editor and I've been having trouble with what should be a simple task. The goal is to use two triggers to spawn 10 zerglings underground and have them unburrow in the specified region and to spawn additional zerglings to replace any zerglings that are killed.

    First Trigger

    Event

    Timer - Every 1.0 seconds of Game Time

    Local Variables

    Conditions

    Room Aliens < 9

    Actions

    Unit - Create 1 Zergling (Burrowed) for player 1 at (Random point in Room) using default facing (No Options)

    Unit Group - Add (Last created unit) to Aliens

    Unit - Order (Last created unit) to (Zergling - Unburrow) (Replace Existing Orders)

    Variable - Modify Room Aliens: + 1

    Second Trigger

    Events Unit - Any Unit dies

    Local Variables

    Conditions ((Triggering unit) is in Aliens) == true

    Actions Variable - Modify Room Aliens: - 1

    I think the problem is that the zerglings are not being added to the unit group "Aliens" but I don't know how to fix it.

    Also, how can you tell if you are using the beta version of the SCII editor?

    Posted in: Miscellaneous Development
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