For whatever reason converting presets didnt work when i tested it, so i dont think you are doing anything wrong. Btw, when you use things like Playable Map Area or Entire Map in region triggers, they usually trigger when a unit is created or when the game starts.
How can people be saying "this took 9 months?" when they haven't even played it to see the amount of content/quality in the map. Still looks like a better map than most. Also, the video does come off as cocky but people seem to be overreacting and judging the map on looks.
No it wont, it depends on the action, you can have a trigger than runs every .00625 seconds without any lag (most WASD movement systems do) at all it depends on what you want to do (actions).
Hello, i have recently started terrain for a map that i am making but for some reason whenever i test the map the decal and tarmac doodads i have placed do not appear. In the editor they will appear if i change a property (size, height, etc) but once i launch the map they are invisible.
EDIT: i have already tried copying the doodads, then deleteing them and then replacing them, and new decal doodads seem to have the same problem.
That works then i thought there was only a Destroy Actors in Actor Region action(stupid me), like SouL said before you should use a persistent effect and that combines the actor and such, so this will mostly be data.
EDIT: i should explain more, what i gathered from what SouL was trying to say was that you should create the invisible unit, add a behavior, and the behavior should contain the persistent effect which would an trigger an actor which would create the light. You will also need a trigger to destroy all of the actors (for the effect)in the map
an if then else checks the conditions specified and runs actions under Then if the conditions are met and runs the conditions under Else if the conditions are not met.
How do you expect to keep track of each actor created? The number of actors created isnt known, and the only way i can think of is a variable. You cannot destroy them after one loop is complete because they will barely be visible. Unless you have another idea, you will have to have a variable with a huge array and then store each actor and then destroy them when you choose. With units you can just place them and add an effect.
I wouldn't suggest using actors because they are generally harder to keep track of compared to units. You already mentioned you got it to work with units but the wait was bugging. I suggested you use a Timed Life effect instead of a wait and destroy. Has that worked for you?
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@benmenftw: Go
(controller of (triggering player)) is the for the player of the unit who is dead you need Owner of killing unit i think
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@TacoManStan: Go
For whatever reason converting presets didnt work when i tested it, so i dont think you are doing anything wrong. Btw, when you use things like Playable Map Area or Entire Map in region triggers, they usually trigger when a unit is created or when the game starts.
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@Mozared: Go
How can people be saying "this took 9 months?" when they haven't even played it to see the amount of content/quality in the map. Still looks like a better map than most. Also, the video does come off as cocky but people seem to be overreacting and judging the map on looks.
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@TacoManStan: Go
No it wont, it depends on the action, you can have a trigger than runs every .00625 seconds without any lag (most WASD movement systems do) at all it depends on what you want to do (actions).
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@Reaper872: Go
try what reaper said but go under conversion, convert preset to unit, then select Any Unit
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@Reaper872: Go
use a move unit instantly (with blend), or use a force effect in the data editor that you apply to a unit in the trigger
with the force effect i think you might need to make the unit face a direction but i havent tested it.
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<<reply 307046> thx, i just changed some model fields in the data editor, and now its working.
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Hello, i have recently started terrain for a map that i am making but for some reason whenever i test the map the decal and tarmac doodads i have placed do not appear. In the editor they will appear if i change a property (size, height, etc) but once i launch the map they are invisible.
EDIT: i have already tried copying the doodads, then deleteing them and then replacing them, and new decal doodads seem to have the same problem.
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@Yargabavan: Go
Is this going to be like Protect the House from wc3?
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@BasharTeg: Go
That works then i thought there was only a Destroy Actors in Actor Region action(stupid me), like SouL said before you should use a persistent effect and that combines the actor and such, so this will mostly be data.
EDIT: i should explain more, what i gathered from what SouL was trying to say was that you should create the invisible unit, add a behavior, and the behavior should contain the persistent effect which would an trigger an actor which would create the light. You will also need a trigger to destroy all of the actors (for the effect)in the map
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@dubo863: Go
an if then else checks the conditions specified and runs actions under Then if the conditions are met and runs the conditions under Else if the conditions are not met.
I don't know if that answers your question.
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@SouLCarveRR: Go
How do you expect to keep track of each actor created? The number of actors created isnt known, and the only way i can think of is a variable. You cannot destroy them after one loop is complete because they will barely be visible. Unless you have another idea, you will have to have a variable with a huge array and then store each actor and then destroy them when you choose. With units you can just place them and add an effect.
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@dubo863: Go
why can't you use an if then else in the trigger(s) where you change the variable?
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@synik4l87: Go
I wouldn't suggest using actors because they are generally harder to keep track of compared to units. You already mentioned you got it to work with units but the wait was bugging. I suggested you use a Timed Life effect instead of a wait and destroy. Has that worked for you?
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@synik4l87: Go
just use an expiration timer
EDIT: never mind in sc2 they are "Timed Life" effects but it is the same thing.