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    posted a message on Zerg structures dying even though they are on creep

    I am having a problem where, even though they are on creep the zerg structures I place on the map are taking damage over time and eventually dying.

    Any ideas as to what might be causing this?

    Posted in: Miscellaneous Development
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    posted a message on Units spawning as invulnerable?

    Solved:

    I was setting handicaps incorrectly so the computer player had infinite handicap.

    Posted in: Miscellaneous Development
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    posted a message on Units spawning as invulnerable?

    How do the handicaps work? The only thing I can think of at this point is that I have set the handicap incorrectly for the computer and its much higher than I am expecting it is.

    Posted in: Miscellaneous Development
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    posted a message on Units spawning as invulnerable?

    I don't actually have to set the health of each unit I create do I, if I don't change the health I assume it just spawns in with default values is this correct?

    Unit - Create (5 + (3 * CurrentWaveNumber)) Zergling for player 4 at (Position of (Picked unit)) facing 0.0 degrees (No Options)

    Am I right in assuming that this will spawn 5+ zerglings with normal attributes when I tell it to?

    Posted in: Miscellaneous Development
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    posted a message on Units spawning as invulnerable?

    I am making a map in which waves of zerg spawn to attack the players. However, the zerg that are spawning appear to be invulnerable (at least they are spawning without any indicated health and are able to fight through improbable numbers of marines). If I spawn some marines on the players side to test, the marines have the usual 45 health so it's something specific to the zerg units I am spawning.

    I am quite confused, any ideas?

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Checking if there are any units of a specific type in the map

    I am trying to do a periodic check to see if there are any units of a given type on a map. Is there a way I can check for say any zerglings on a map?

    Ultimately I want to stop spawning units if all nydus worms on the map are destroyed. Any thoughts?

    Thanks,

    _____ The devil's in the detail

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    Region 1 basically is the whole map. excluding the players mining area.

    ________ The devil's in the detail

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    No actually, I am not loading the units into the worms at all. I am just spawning units at the location of the worm. You don't get the animations or anything then, but it's simpler to execute.

    Basically I am using the worms as markers for where the units are going to spawn in.

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    That appears to half solve the problem. Now it is spawning units at the 2 most recent worms. Not sure why it wouldnt be spawning at all of them though.

    _______ The devil's in the detail

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    So does this sound right then:

    Unit Group - Pick each unit in (Any units in Region 001 owned by player 4 matching (Convert Target Filter String "Nydus Worm" To Unit Filter), with at most Any Amount) and do (Actions)

    Actions- Spawn units etc...

    ?

    _______ The devil's in the detail

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    I can't find an action that will pick all units in a region.

    And yes, they will be different units. A mix of zerglings and roaches and such.

    ________ The devil's in the detail

    Posted in: Miscellaneous Development
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    posted a message on Multiple Nydus Worms

    The situation:

    I have a map wherein every x seconds a Nydus Worm spawns randomly in a region. The idea is for the worm to spawn dudes at a given interval until it is killed.

    Now, this isn't a problem if the player manages to kill the worm before the next spawns. However, the way I have it set right now, when the next worm spawns the first worm stops spawning units.

    The way I am executing it is with 2 triggers, one spawns worms every x seconds, and one spawns dudes every y seconds at the location of the worm. Its fairly obvious that that wont work since the spawn dudes trigger only spawns at the most recently created worm. What I am wondering is: what is the easiest way to solve the problem. I expect I am going to have to use an array for the worms and then check each element in the array and spawn a unit at that. However I am relatively new to the editor and am not really sure of the capability of the array class. Can I dynamically allocate an array so that I can simply append new worms to the end and then delete them and resize it when a worm is killed?

    Thanks

    ______________ The devil's in the detail

    Posted in: Miscellaneous Development
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