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    posted a message on Killing all units on map
    Quote from Kriegskaese: Go
    Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
            Actions
                Unit - Kill (Picked unit)
    

    Thank you kindly sir!

    Posted in: Triggers
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    posted a message on Killing all units on map

    So... I've got one more question.

    How do I kill every remaining unit on the map?

    Posted in: Triggers
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    posted a message on Counting living units

    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

    Posted in: Triggers
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    posted a message on Counting living units

    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.

    Trigger

    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?

    Posted in: Triggers
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    posted a message on Can't move my unit after casting ability.
    Quote from DrSuperEvil: Go

    Mean more the Behavior - Modification - Modify Flags and Behavior - Modification - State Flags fields.

    Also check the Behavior - Modification - Abilities Disabled and Behavior - Modification - Ability Classes Disabled fields.

    I looked at all the boxes and none of them were checked, so i guess that can't be the problem either.

    Posted in: Data
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    posted a message on Can't move my unit after casting ability.
    Quote from Neonsz: Go

    What kind of buff is it?

    It makes health regenerate for 8HP per second for 12 seconds.

    Posted in: Data
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    posted a message on Can't move my unit after casting ability.

    @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?

    Posted in: Data
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    posted a message on Can't move my unit after casting ability.

    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?

    Posted in: Data
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    posted a message on Edit sun's angle

    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!

    Posted in: Terrain
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    posted a message on Corruption visual effect
    Quote from SoulFilcher: Go

    @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*

    Posted in: Data
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    posted a message on Corruption visual effect

    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?

    Posted in: Data
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    posted a message on (Solved) Spawn Creep Tumor cost, build time and cooldown

    @DrSuperEvil: Go

    Yay, thanks, it worked.

    Posted in: Data
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    posted a message on Different spawn locations

    @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).

    Posted in: Triggers
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    posted a message on (Solved) Spawn Creep Tumor cost, build time and cooldown

    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.

    Posted in: Data
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    posted a message on Different spawn locations

    @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?

    Posted in: Triggers
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