Alright, I feel stupid. For some reason I understood what I did wrong after I posted my thread.
The solution was to make this trigger run every time a unit dies...
I'm trying to create a little micro game where two players have to battle in various micro rounds. So far I've managed to create the first armies for both players. However, I'm stuck at this point. After the units are created for both players, a new trigger runs (image below), which should check for living units.
I've added a random sound to the Endround1 trigger to check if it runs when one of the two players loses all his units, but it doesn't work.
I've created an ability which applies a buff to the caster for a short period of time. However, when I cast this ability, I can't move. For some reason I just can't issue move commands anymore.
I've been trying to look in the modification section to see if I changed something important but I mostly get lost between stuff I don't understand anyway.
Can anyone explain to me how I can modify the 'sun's position'? I tried window > lighting, but after closing the window, the modifications weren't made.
Do I have to use sime kind of trigger for this? The reason I need this is because I want to change the angle of the shadows.
@DaanSterk: Go You have to find the entries for the sound and visual effects, then add events for your ability. Duplicate the event that creates the visual when the Corruption ability is cast (or the behavior is applied) and modify this duplicated entry to point to your ability/behavior.
I've been trying to figure out how this works all day now. I just still don't get it.
Why does it have to be this hard?! *Rages*
I've given my queen the option to 'vomit' on her target, and I'd like to use the whole corruption animation + sound as the casting animation. The problem here is that I don't know how to do this. I've messed around with the actors but I just don't understand how it works. Can anyone help me with this?
When I did this, only the second accepting player would have his camera panned and the unit spawned because after the 'then' it didn't consider player 1 as a triggering player. I fixed this by letting the first player spawn + camera panned at the right location and immediatly pausing the last created unit. Then I made it that if 'chosen players' was 2, it would spawn player 2, and unpause all units. It seems to be working pretty good.
Thanks for your help and answers (you too, Oparcus).
Hey all, can somebody tell me how I edit the spawn creep tumor ability's energy cost and time and add a cooldown? I've been trying to figure this out for a while now, and I noticed the Queen - Build ability does not support cost or cooldown.
Thank you very much, that worked. Now the only thing remaining is the 'wait for all players to choose their hero' part. I was thinking fading out to black and disabling all player input so they can't see or move their hero untill everyone has pressed the choose button. Is this possible?
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Thank you kindly sir!
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So... I've got one more question.
How do I kill every remaining unit on the map?
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Alright, I feel stupid. For some reason I understood what I did wrong after I posted my thread. The solution was to make this trigger run every time a unit dies...
Sorry for the stupid post :P
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Hey SC2mapsters!
I'm trying to create a little micro game where two players have to battle in various micro rounds. So far I've managed to create the first armies for both players. However, I'm stuck at this point. After the units are created for both players, a new trigger runs (image below), which should check for living units.
I've added a random sound to the Endround1 trigger to check if it runs when one of the two players loses all his units, but it doesn't work.
Could anyone tell me what I did wrong here?
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I looked at all the boxes and none of them were checked, so i guess that can't be the problem either.
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It makes health regenerate for 8HP per second for 12 seconds.
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@DrSuperEvil: Go
If you meant this:
[ ] Channeled [ ] Channeling [v] Countdown [ ] Disable During Construction [ ] Extend [ ] Refresh Stack [v] Remove Exhausted Damage Response
As far as I can see this is normal, no?
Do you have other suggestions?
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Hey all,
I've created an ability which applies a buff to the caster for a short period of time. However, when I cast this ability, I can't move. For some reason I just can't issue move commands anymore.
I've been trying to look in the modification section to see if I changed something important but I mostly get lost between stuff I don't understand anyway.
Any ideas?
0
Hey guys,
Can anyone explain to me how I can modify the 'sun's position'? I tried window > lighting, but after closing the window, the modifications weren't made. Do I have to use sime kind of trigger for this? The reason I need this is because I want to change the angle of the shadows.
Thanks in advance!
0
I've been trying to figure out how this works all day now. I just still don't get it.
Why does it have to be this hard?! *Rages*
0
I've given my queen the option to 'vomit' on her target, and I'd like to use the whole corruption animation + sound as the casting animation. The problem here is that I don't know how to do this. I've messed around with the actors but I just don't understand how it works. Can anyone help me with this?
0
@DrSuperEvil: Go
Yay, thanks, it worked.
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@Neonsz: Go
When I did this, only the second accepting player would have his camera panned and the unit spawned because after the 'then' it didn't consider player 1 as a triggering player. I fixed this by letting the first player spawn + camera panned at the right location and immediatly pausing the last created unit. Then I made it that if 'chosen players' was 2, it would spawn player 2, and unpause all units. It seems to be working pretty good.
Thanks for your help and answers (you too, Oparcus).
0
Hey all, can somebody tell me how I edit the spawn creep tumor ability's energy cost and time and add a cooldown? I've been trying to figure this out for a while now, and I noticed the Queen - Build ability does not support cost or cooldown.
0
@Neonsz: Go
Thank you very much, that worked. Now the only thing remaining is the 'wait for all players to choose their hero' part. I was thinking fading out to black and disabling all player input so they can't see or move their hero untill everyone has pressed the choose button. Is this possible?