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    posted a message on Infinite thin "walls"

    Thank you for your help! The combination of room-regions with pathing-brush and black fog of war was the solution

    Posted in: Data
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    posted a message on Infinite thin "walls"

    The blockers are doodads and as far as i know, you cannot change data of doodas :(

    Posted in: Data
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    posted a message on Infinite thin "walls"

    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

    Posted in: Data
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    posted a message on Function to take unit as "ordered unit"

    @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

    Posted in: Triggers
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    posted a message on Function to take unit as "ordered unit"

    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

    Posted in: Triggers
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    posted a message on Target Point no Creep

    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

    Posted in: Data
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    posted a message on Target Point no Creep

    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

    Posted in: Data
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    posted a message on Add ability charges

    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

    Posted in: Data
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    posted a message on [Data] Speed Bonus on Roads

    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 =)

    Posted in: Tutorials
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    posted a message on [Data] Speed Bonus on Roads

    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

    Posted in: Tutorials
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    posted a message on Making a custom ability and dont know how?

    Thank you very much :)

    Posted in: Miscellaneous Development
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    posted a message on Making a custom ability and dont know how?

    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 :)

    Posted in: Miscellaneous Development
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    posted a message on Making a custom ability and dont know how?

    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?

    Posted in: Miscellaneous Development
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