currently I am building a dungeon in which I need pathing and sight blockers. As there is no space between the rooms in need something that is as thin as possible. I took the 1x1 pathing and sight blockers and scaled the x-values to 10%, apparently this is the minimum. But that is just too much, the blockers still block in areas where they shouldnt block.
I think I need a new approach to handle this, something with regions but I can´t come up with an idea.
Do you guys have any ideas?
Thanks for the fast reply. It helped much! My solution is now:
Actions
General - For each integer Integer from 0 to (Random integer between 0 and 30) with increment 1, do (Actions)
Actions
Unit Group - Add (Random Living unit from (Zergling units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to Group
Unit Group - Pick each unit in Group and do (Actions)
Actions
Unit - Order (Picked unit) to ( Move targeting ((Position of (Picked unit)) offset by ((Random real between -3.0 and 3.0), (Random real between -3.0 and 3.0)))) (Replace Existing Orders)
in my map i have many zerglings. I want to periodically order a random amount of lings to move to their own position with random offset:
Unit - Order (Random Living unit from (Zergling units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most (Random integer between 0 and 15))) to ( Move targeting ((Position of (Triggering unit)) offset by ((Random real between -3.0 and 3.0), (Random real between -3.0 and 3.0)))) (Replace Existing Orders)
Now the the problem is that this event is periodical and there is no triggering unit, so this action doesn´t work. Instead of "triggering unit" i would need "ordered unit", but this function does not exist. So i need to create this function but i have absolutely no clue how to do this...?
Please let me know if you have an idea to create such a function or maybe know how to avoid the whole problem
Greetz Hueschel
Now i have a solution... actually there are some Validators that apply on the target ( lol sry didn´t look all validators through) and there is one validator "target point is creep" ... Just add a new validator copied from this validator and change validator - find to disabled ... somehow the "ability smart vaildators" won´t work, but setting my effect - target to "effect - validators NAMEOFNEWVALIDATOR" did fine
I created an ability to spawn a hostile zergling anywhere on the map via
effect - target
effect - create unit
What i now want to do is that the target points for the ability (or effect - target) may not be creep. i found the "smart validators" field but those seem only to apply on the caster, not the target.
In my custom map i need a building that is able to add charge counters to certain abilitys... e.g. my tank has 100 tank cannon charges and at the "Ammo Depot" i want to refill the munitions, lets say 1 charge per second....
i already tried "apply behavior" but the modifications are limited to "disable / enable ability"
I created a region and the speed buff /debuff for entering / leaving the region works fine...Thank you very much so far. But of course it would be a pain in the ass to create so many triggers for several roads/regions... it would be helpful if i could somehow group those regions but i havent found a possibilty yet.
Edit: Okay i found the "add region to region" action.... that will do it =)
i´ve been thinking about a way to give vehicles speed bonus on "roads". My only idea so far was to make creep above the road and then make the creep somehow invisible. Finally i would simply give the units a creep speed bonus. The only option to create creep is depending on points, not regions (at least afaik). I dont see an effective way to put creep on the exact face of the road. So here are my questions:
a) Do you have a better idea to create quadrangular creep?
b) if not, do you have any other idea to give units speed bonus on roads?
Thanks that helped a lot... but there is still one problem: The missiles won´t collide with units that are closer than the effect offset. I will try to find out but if you already know how to deal with this, please let me know :)
Hi
i already have created an ability to simply shoot a missile at a target point. but my problem is that i do not want my missile to need a target point/unit, i want it launched straight ahead from the caster, as the casting vehicle is controlled via WASD.
I already tried simply changing the ability from Effect - Target to Effect - Instant, but the spell wont work.
0
Thank you for your help! The combination of room-regions with pathing-brush and black fog of war was the solution
0
The blockers are doodads and as far as i know, you cannot change data of doodas :(
0
Hi
currently I am building a dungeon in which I need pathing and sight blockers. As there is no space between the rooms in need something that is as thin as possible. I took the 1x1 pathing and sight blockers and scaled the x-values to 10%, apparently this is the minimum. But that is just too much, the blockers still block in areas where they shouldnt block.
I think I need a new approach to handle this, something with regions but I can´t come up with an idea. Do you guys have any ideas?
Greetings hueschel
0
@Kueken531: Go
Thanks for the fast reply. It helped much! My solution is now:
Actions General - For each integer Integer from 0 to (Random integer between 0 and 30) with increment 1, do (Actions)
Actions
Unit Group - Add (Random Living unit from (Zergling units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to Group Unit Group - Pick each unit in Group and do (Actions)
Actions
Unit - Order (Picked unit) to ( Move targeting ((Position of (Picked unit)) offset by ((Random real between -3.0 and 3.0), (Random real between -3.0 and 3.0)))) (Replace Existing Orders)
Unit Group - Remove all units from Group
0
Hello,
in my map i have many zerglings. I want to periodically order a random amount of lings to move to their own position with random offset:
Unit - Order (Random Living unit from (Zergling units in (Entire map) owned by player 5 matching Excluded: Missile, Dead, Hidden, with at most (Random integer between 0 and 15))) to ( Move targeting ((Position of (Triggering unit)) offset by ((Random real between -3.0 and 3.0), (Random real between -3.0 and 3.0)))) (Replace Existing Orders)
Now the the problem is that this event is periodical and there is no triggering unit, so this action doesn´t work. Instead of "triggering unit" i would need "ordered unit", but this function does not exist. So i need to create this function but i have absolutely no clue how to do this...?
Please let me know if you have an idea to create such a function or maybe know how to avoid the whole problem Greetz Hueschel
0
Now i have a solution... actually there are some Validators that apply on the target ( lol sry didn´t look all validators through) and there is one validator "target point is creep" ... Just add a new validator copied from this validator and change validator - find to disabled ... somehow the "ability smart vaildators" won´t work, but setting my effect - target to "effect - validators NAMEOFNEWVALIDATOR" did fine
0
Hi there
I created an ability to spawn a hostile zergling anywhere on the map via
effect - target
effect - create unit
What i now want to do is that the target points for the ability (or effect - target) may not be creep. i found the "smart validators" field but those seem only to apply on the caster, not the target.
If you have any ideas please let me know :)
Greetz Hueschel
0
Hey!
In my custom map i need a building that is able to add charge counters to certain abilitys... e.g. my tank has 100 tank cannon charges and at the "Ammo Depot" i want to refill the munitions, lets say 1 charge per second....
i already tried "apply behavior" but the modifications are limited to "disable / enable ability"
Thx for any help
0
I created a region and the speed buff /debuff for entering / leaving the region works fine...Thank you very much so far. But of course it would be a pain in the ass to create so many triggers for several roads/regions... it would be helpful if i could somehow group those regions but i havent found a possibilty yet.
Edit: Okay i found the "add region to region" action.... that will do it =)
0
Hi,
i´ve been thinking about a way to give vehicles speed bonus on "roads". My only idea so far was to make creep above the road and then make the creep somehow invisible. Finally i would simply give the units a creep speed bonus. The only option to create creep is depending on points, not regions (at least afaik). I dont see an effective way to put creep on the exact face of the road. So here are my questions:
a) Do you have a better idea to create quadrangular creep? b) if not, do you have any other idea to give units speed bonus on roads?
Greets hueschel
0
Thank you very much :)
0
Thanks that helped a lot... but there is still one problem: The missiles won´t collide with units that are closer than the effect offset. I will try to find out but if you already know how to deal with this, please let me know :)
0
Hi i already have created an ability to simply shoot a missile at a target point. but my problem is that i do not want my missile to need a target point/unit, i want it launched straight ahead from the caster, as the casting vehicle is controlled via WASD.
I already tried simply changing the ability from Effect - Target to Effect - Instant, but the spell wont work.
Any ideas?