Hey, I made EZI for WC3 yeeaaaarrs ago, and now I've seen there's an EZI for SC2 I want to contact the maker (mainly so I can publish to EU ;)), but - last time he logged on to SC2mapster was August 2011. He's on NA, I'm on EU, and Blizzard thought it would be funny to split the forums up so I can't go and talk to him on NA. His name is SmithTek here and Smith on Blizz forums.
Basically I need some good soul to act as a medium for the moment so I can contact him here from the living world to the underworld.
"Triggering unit" in this case = dying unit. It's in the description of event. Use "Killing unit"
And if you mean that "Attacking Unit" i doubt this works as it's for "Unit is attacked" event
Anyway next time please point more clearly what from all of this works incorrectly. Triggers do not 'return' anything
Of course. Thanks. I had edited this trigger from a previous one, where the unit was attacked at a certain health, and THEN captured.
I just have no idea why it is that, when a player destroys the enemy's capital, that the game thinks that is player 0 (neutral) who is doing this, rather than the player who owns the attacking unit.
Really need some help with this, maybe you will be able to see where the error is, because I can't.
Also - the idea behind this trigger is that you absorb enemy players into an empire just like in "Empires and Conquest".
EventsUnit-AnyUnitdiesLocalVariablesConditionsAndConditionsOrConditions(Unittypeof(Triggeringunit))==E&N-Building-Capital(Unittypeof(Triggeringunit))==E&N-Building-Capital(Protoss)NotConditions(Ownerof(Triggeringunit))==(Ownerof(AttackingUnit))ActionsUnit-Create1(Unittypeof(Triggeringunit))forplayer(Ownerof(Triggeringunit))at(Positionof(Triggeringunit))facing270.0degrees(NoOptions)UI-Display(Combine((((Text(Nameofplayer(Ownerof(AttackingUnit)))withcolor(Color((Currentplayer(Ownerof(AttackingUnit))color))))+" has conquered ")+(Text(Nameofplayer(Ownerof(Triggeringunit)))withcolor(Color((Currentplayer(Ownerof(for(Allplayers)toSubtitleareaPlayer-Setplayer(Ownerof(Triggeringunit))colorto(Currentplayer(Ownerof(AttackingUnit))color)(Changethecolorofexistingunits)PlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsPlayer-Makeplayer(Ownerof(Triggeringunit))andplayer(Pickedplayer)treateachotherasEnemyPlayer-Makeplayer(Ownerof(Triggeringunit))andplayer(Ownerof(AttackingUnit))treateachotherasAllyWithSharedVisionAndPushablePlayerGroup-Pickeachplayerin(Alliesofplayer(Ownerof(AttackingUnit)))anddo(Actions)ActionsPlayer-Makeplayer(Ownerof(Triggeringunit))andplayer(Pickedplayer)treateachotherasAllyWithSharedVisionAndPushable
This market system does have its advantages - the idiots who decide to actually charge money for their maps will make the maps that don't cost anything more popular.
Doesn't work, for example, get a fleet of void rays, A-move them towards a group of enemies. Soon your void rays will all be inside eachother (lol). It doesn't seem to matter what you set as their seperation radius or any other radius, which is why I am wondering if there is any other way to stop this happening.
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Hey, I made EZI for WC3 yeeaaaarrs ago, and now I've seen there's an EZI for SC2 I want to contact the maker (mainly so I can publish to EU ;)), but - last time he logged on to SC2mapster was August 2011. He's on NA, I'm on EU, and Blizzard thought it would be funny to split the forums up so I can't go and talk to him on NA. His name is SmithTek here and Smith on Blizz forums.
Basically I need some good soul to act as a medium for the moment so I can contact him here from the living world to the underworld.
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The question is why do you allow the map to have a variant for "slower"
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Of course. Thanks. I had edited this trigger from a previous one, where the unit was attacked at a certain health, and THEN captured.
tested and it works now
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I just have no idea why it is that, when a player destroys the enemy's capital, that the game thinks that is player 0 (neutral) who is doing this, rather than the player who owns the attacking unit. Really need some help with this, maybe you will be able to see where the error is, because I can't. Also - the idea behind this trigger is that you absorb enemy players into an empire just like in "Empires and Conquest".
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@DrSuperEvil: Go
Well no surely that's only possible if he goes and sets his model up with texture declarations and uses a prepared texture too
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I wish
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This market system does have its advantages - the idiots who decide to actually charge money for their maps will make the maps that don't cost anything more popular.
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I'll publish it on EU since I made EZI1.
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@lolzguy: Go
this site is full of "projects" that are wasting bandwidth - they are set up and never touched again
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Doesn't work, for example, get a fleet of void rays, A-move them towards a group of enemies. Soon your void rays will all be inside eachother (lol). It doesn't seem to matter what you set as their seperation radius or any other radius, which is why I am wondering if there is any other way to stop this happening.
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Is there a way to stop air units, typically when they attack, from clumping together and forming one small singularity of air units?
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will work for food
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Let's see if you have done it justice
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yes this is true until some years later when the autorefresher was released... and then a few years later when autobots game into action
and then the decepticons came....
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Long epic games now will receive the recognition they deserve