Each player spawns with their camera facing a different direction. Is it possible to make the minimap relative or turn it so that the map is in correct orientation for each players eyes.
Abaion> It does not already do that, the supply is only taken AFTER the unit is created. I will need to figure out how to +a point to the new supply variables when a unit is in the queue now though with raydudes suggestion.
I have a slight problem though. How would I stop a player from clicking the unit build button when the supply i create is maxed out? I would just auto destroy the unit if its full, but I don't want to be spamming destroy unit when I can just stop the unit from being created in the first place.. any ideas?
Is it possible to use the supply limit of multiple races? my map only has 2 units that take up supply, I would like them both to have their own supply limit that shows at the top right like normal supply. Currently they both take up terran supply.
Also is there an easy way to make a unit take up supply when it is queued instead of only after it is built?
Is there any way I can reset a unit that i've edited back to default? Because when you edit it, it changes to your package (doesn't create a new one). Can't duplicate units so that you have your own copy because duplicate breaks basically everything about the unit. Can't reset from parent because it doesn't actually reset it, it just changes the source back to SC2Mod.
Thanks for the detailed explanation, although I do know how it works :). Your saying you can save a units location to a point var?
btw, I need to know the owner of the original turret, not the owner of the turret when it dies, it may change owner at any given time. the problem is i need it to go back to neutral if it was neutral at the start of the game.
EDIT: Alright, great it works. The problem I was having is I couldn't find a var type that held locations. I thought Points only held points. I guess technically points are just locations.. don't know why I didn't think of that.
Now I just have to figure out how to get the turrets to save their original owners.
I figured the easiest way to have the turrets save their original owners was to make another instance of the turret unit with a different name. Unfortunately it either makes a completely new unit with no info, or it makes a replica of the current unit but it changes the names on everything to "Copy" or "2" so it breaks every single thing it is linked to.
Oh and figure out how to get neutral turrets to appear unpowered
I don't think you read my post thoroughly. I said I don't know why the problem is happening. I also said, I THINK it may be that the location is not saving for the dead unit. I also said there is no variable to save location, unless I am missing it..
What I need to accomplish: If any photon cannon dies, it should respawn in 30 seconds, It should respawn in the exact same location and it should belong to it's original owner.
I was hoping I could do this without storing each and every photon cannon and it's original owner on record, but it looks like I may have to. There is still also the problem of not being able to save the location of the photon cannon to a variable
Just a note here, the problem usually is just an error when I try to run ANYTHING except destroy timer window after the timer runs out. In this specific case though, It actually trys to create the unit and errors saying parameters are out of bounds. The code works fine without the WAIT. I was thinking maybe after 20 seconds It doesn't know the location of the dead unit anymore? So I created a var to hold the location while the timer ran out, then realized that I don't think there is a var type of location. I may be wrong, could someone please correct me?
Does the Wait action (for timer or just normal timed wait) supposed to be broken?
When I use it it will not execute anything I want after it. of course, it does run the destroy timer window action... for some weird reason. Is there a special secret about waiting for timers to finish to do stuff I should know about?
That last post had a lot of nice info, but can you also please list what energy=how much army? I have been wondering how the energy on funding centers works forever.
Agreed. Nerf command beacon income. Make it so only the first one provides cash, or at least only the first one provides that much cash. Then buff the funding centers.. ESPECIALLY powered ones. by mid game the natives take your funding centers and it's really not worth taking them back, by the time you get them and get back to your base it's night again and they take them back. You don't have the resources or time to be defending every single funding center you have.
Other mods have infinite levels. may want to search around on how to do that. xp*multiplier=next level.
I agree on the command beacon thing, I use my command beacons to expand so my commander can acquire energy further out. I know a lot of people use them as $$ sources.
@Abacus142 With the small amount the commander abilities actually does for you, The level should be infinite, you should be able to continually grow him stronger very slowly. Of course each next level is harder to attain than the last.
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Each player spawns with their camera facing a different direction. Is it possible to make the minimap relative or turn it so that the map is in correct orientation for each players eyes.
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Thank you Raydude, I think I will do that.
Abaion> It does not already do that, the supply is only taken AFTER the unit is created. I will need to figure out how to +a point to the new supply variables when a unit is in the queue now though with raydudes suggestion.
I have a slight problem though. How would I stop a player from clicking the unit build button when the supply i create is maxed out? I would just auto destroy the unit if its full, but I don't want to be spamming destroy unit when I can just stop the unit from being created in the first place.. any ideas?
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Is it possible to use the supply limit of multiple races? my map only has 2 units that take up supply, I would like them both to have their own supply limit that shows at the top right like normal supply. Currently they both take up terran supply.
Also is there an easy way to make a unit take up supply when it is queued instead of only after it is built?
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Thanks caspersc that helped out a lot
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Is there any way I can reset a unit that i've edited back to default? Because when you edit it, it changes to your package (doesn't create a new one). Can't duplicate units so that you have your own copy because duplicate breaks basically everything about the unit. Can't reset from parent because it doesn't actually reset it, it just changes the source back to SC2Mod.
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@TheAlmaity: Go
Thanks for the detailed explanation, although I do know how it works :). Your saying you can save a units location to a point var?
btw, I need to know the owner of the original turret, not the owner of the turret when it dies, it may change owner at any given time. the problem is i need it to go back to neutral if it was neutral at the start of the game.
EDIT: Alright, great it works. The problem I was having is I couldn't find a var type that held locations. I thought Points only held points. I guess technically points are just locations.. don't know why I didn't think of that.
Now I just have to figure out how to get the turrets to save their original owners.
I figured the easiest way to have the turrets save their original owners was to make another instance of the turret unit with a different name. Unfortunately it either makes a completely new unit with no info, or it makes a replica of the current unit but it changes the names on everything to "Copy" or "2" so it breaks every single thing it is linked to.
Oh and figure out how to get neutral turrets to appear unpowered
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@LinkD: Go
I don't think you read my post thoroughly. I said I don't know why the problem is happening. I also said, I THINK it may be that the location is not saving for the dead unit. I also said there is no variable to save location, unless I am missing it..
What I need to accomplish: If any photon cannon dies, it should respawn in 30 seconds, It should respawn in the exact same location and it should belong to it's original owner.
I was hoping I could do this without storing each and every photon cannon and it's original owner on record, but it looks like I may have to. There is still also the problem of not being able to save the location of the photon cannon to a variable
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Could you explain how to respawn using behavior? These respawn timers are one of the 3 big things holding me back.
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Just a note here, the problem usually is just an error when I try to run ANYTHING except destroy timer window after the timer runs out. In this specific case though, It actually trys to create the unit and errors saying parameters are out of bounds. The code works fine without the WAIT. I was thinking maybe after 20 seconds It doesn't know the location of the dead unit anymore? So I created a var to hold the location while the timer ran out, then realized that I don't think there is a var type of location. I may be wrong, could someone please correct me?
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Does the Wait action (for timer or just normal timed wait) supposed to be broken?
When I use it it will not execute anything I want after it. of course, it does run the destroy timer window action... for some weird reason. Is there a special secret about waiting for timers to finish to do stuff I should know about?
0
That last post had a lot of nice info, but can you also please list what energy=how much army? I have been wondering how the energy on funding centers works forever.
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Agreed. Nerf command beacon income. Make it so only the first one provides cash, or at least only the first one provides that much cash. Then buff the funding centers.. ESPECIALLY powered ones. by mid game the natives take your funding centers and it's really not worth taking them back, by the time you get them and get back to your base it's night again and they take them back. You don't have the resources or time to be defending every single funding center you have.
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@Alberico
It does state in F12 that you need 12 troops to have them dropped off.
The minerals on the outside are captured by the natives and need to be taken control of before you can mine them again
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@Abacus142: Go
Other mods have infinite levels. may want to search around on how to do that. xp*multiplier=next level.
I agree on the command beacon thing, I use my command beacons to expand so my commander can acquire energy further out. I know a lot of people use them as $$ sources.
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@EaZy > plz learn to use the edit button? :)
@Abacus142 With the small amount the commander abilities actually does for you, The level should be infinite, you should be able to continually grow him stronger very slowly. Of course each next level is harder to attain than the last.