I've been trying to force an air unit using a strafe weapon to fire at targets only in the front. I've reduced the "ARC" to 0 but the unit still overshoots his target and shoots behind. Also, is there a method to force flying units to turn around in a circle rather than on a point?
Behavior - Built on, is working correctly. The unit MUST be placed on the specific unit as specified.
Resource State for the actual deposit is on RAW
Resource State for the Harvester is UNKNOWN
Resource Type field is terrazine for the deposit and the extractor.
I'm also pretty sure that I've removed all the campaign requirements across the board for the buffs on all the units.
I do have a resource dropoff building placed close to the refinery. It's not a command center but it does have the "Resource Dropoff - Terrazine" checkbox checked.
Edit: Just looked over the actor and made sure that everything is lined up as it should be. The automated refinery's lights work and everything and it even shows that it has resources. The only issues is that they never pump any resources out of the deposit.
I'm trying to utilize terrazine by making a new automatic refinery and new effects that point to terrazine. I've created a new resource structure that has terrazine as it's resource rather than minerals. This new effect points to harvest terrazine rather than vespene gas. However, I can't get the structure to actually pump terrazine. Whenever I build it it just sits there and doesn't pump. I've created duplicated the units automatic refinery and all of the effects while I've changed their harvesting effects. Any ideas on why this might not be working?
I picked the integer from 1 to 12 so that i can easily grab data from the variables storing information that the leaderboard displays. I have things like income, worker count, control zone count and they're all stored in arrays. Each of the indexes of the arrays corresponds to a different player 1-12. So Leaderboard[6] should display information from player [6] which should be picked by the integer.
The problem with creating one leaderboard is that I don't know how I'm gonna show each player their own leaderboard which is hidden from all other players. If I only have one board I can't show it specifically. I was sure that the lines
Leaderboard - Hide all leaderboards for (All players)
And
Leaderboard - Turn Leaderboards[(Picked integer)] minimize button On for Picked Player
Leaderboard - Show Leaderboards[(Picked integer)] minimize button for Picked Player
Leaderboard - Enable Showing state for Leaderboards[(Picked integer)] for Picked Player
So I've been trying to do funky things with leaderboards. I'm, trying to make an independent leaderboard for each player that displays to him his own stats.
This strangely generates 12 leaderboards for every player which totally clutters the screen. I want to make one player have his own leader board which tracks only his own stats.
Thank you. My error was with Behavior - Power Link. I had to set those correctly for everything to work as it should. Thanks for your help once again. I was stuck with that forever.
I'm creating a control-zone based map where players will have to capture control zones that are a power source. This power source will allow them to construct a building that is also a power source for a final building which is not a power source. I'm having some difficulty in generating power. The behaviors attach properly but there is no animation and whenever I try and place the buildings in the power field it acts as if they are not there. Could anyone give me some help with this?
The map I'm developing is to have several specific resources that must all be implemented properly.
Minerals - Normal (Renamed)
Vespine Gas - Normal
Terrazine - Harvested by Automated Refinery
Custom Resource - Periodic Income by number of a building
I'm having some difficulty in implementing the Terrazine gas deposits. I need it to be like a mineral field, using the rich model that you build an automated refinery over. This refinery should pump terrazine. Is this possible?
Issue is now that the trigger is not firing. I've cleaned it up as best I could. Is this the fact that I'm running it as a test player rather than online? Here's the trigger so far.
UnitEntersEventsUnit-AnyUnitEnters(Region(AnyRegion))Unit-AnyUnitLeaves(Region(AnyRegion))LocalVariablesConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Triggeringregion)==ForestnWecontrolThenGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(OwnerofControlPointMinor[24.16,222.87])!=(Ownerof(Triggeringunit))(Abs((NumberofLivingunitsin(Anyunitsin(Triggeringregion)ownedbyplayer(Ownerof(Triggeringunit))matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount))))>(NumberofLivingunitsin(Unitsin(Triggeringregion)havingallianceEnemywithplayer(Ownerof(Triggeringunit))matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount))ThenPlayerGroup-Addplayer(Ownerof(Triggeringunit))toCapturingPlayerPlayerGroup-Addplayer(OwnerofControlPointMinor[24.16,222.87])toCapturingPlayerUI-Displaybossbar(#ofBossBars+1)withtitle"Capturing: Forest North West Expans...",portraitAssets\Textures\ui_chatbaricons_terran_individual.ddsandmaximumvalue100forCapturingPlayerUI-Setbossbar(#ofBossBars+1)bosstoControlPointMinor[24.16,222.87](Dorefreshthebossbar)Ping-PingtheminimapatFORESTSEExpansionforCapturingPlayerover2.0seconds,usingthecolor(100%,0%,0%)Unit-SetControlPointMinor[24.16,222.87]LifeRegenerationRateto1.0Unit-SetControlPointMinor[24.16,222.87]Lifeto1.0ElsePlayerGroup-ResetCapturingPlayertohavenoplayersElse
trigger won't fire, period. Can't figure out what the error is.
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I've been trying to force an air unit using a strafe weapon to fire at targets only in the front. I've reduced the "ARC" to 0 but the unit still overshoots his target and shoots behind. Also, is there a method to force flying units to turn around in a circle rather than on a point?
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Gosh I feel silly over that. Thank you very much for this bit, I spent way too much time over it.
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Silly question here
Trying to figure out how to have a trigger first determine if an order is place within any point in a region.
Trigger should perform
Events A unit is issued an order Actions If the order is within specific region perform actions
Thanks
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Yeah, the unit's got it's own Resource Behavior as well.
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I've made a new validator for this and now there's no requirement for "Don't have command center"
I've gone and removed that value in my new Validator and the extractor still refuses to pump.
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@DrSuperEvil: Go
Behavior - Built on, is working correctly. The unit MUST be placed on the specific unit as specified.
Resource State for the actual deposit is on RAW Resource State for the Harvester is UNKNOWN Resource Type field is terrazine for the deposit and the extractor.
I'm also pretty sure that I've removed all the campaign requirements across the board for the buffs on all the units.
I do have a resource dropoff building placed close to the refinery. It's not a command center but it does have the "Resource Dropoff - Terrazine" checkbox checked.
Edit: Just looked over the actor and made sure that everything is lined up as it should be. The automated refinery's lights work and everything and it even shows that it has resources. The only issues is that they never pump any resources out of the deposit.
0
I'm trying to utilize terrazine by making a new automatic refinery and new effects that point to terrazine. I've created a new resource structure that has terrazine as it's resource rather than minerals. This new effect points to harvest terrazine rather than vespene gas. However, I can't get the structure to actually pump terrazine. Whenever I build it it just sits there and doesn't pump. I've created duplicated the units automatic refinery and all of the effects while I've changed their harvesting effects. Any ideas on why this might not be working?
0
@Ahli634: Go
Alright. Dialog it is then.
Thanks a lot guys.
0
@nevjmac: Go
I picked the integer from 1 to 12 so that i can easily grab data from the variables storing information that the leaderboard displays. I have things like income, worker count, control zone count and they're all stored in arrays. Each of the indexes of the arrays corresponds to a different player 1-12. So Leaderboard[6] should display information from player [6] which should be picked by the integer.
The problem with creating one leaderboard is that I don't know how I'm gonna show each player their own leaderboard which is hidden from all other players. If I only have one board I can't show it specifically. I was sure that the lines
Leaderboard - Hide all leaderboards for (All players)
And Leaderboard - Turn Leaderboards[(Picked integer)] minimize button On for Picked Player Leaderboard - Show Leaderboards[(Picked integer)] minimize button for Picked Player Leaderboard - Enable Showing state for Leaderboards[(Picked integer)] for Picked Player
Would focus in on only one board per player.
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So I've been trying to do funky things with leaderboards. I'm, trying to make an independent leaderboard for each player that displays to him his own stats.
Tracker
This strangely generates 12 leaderboards for every player which totally clutters the screen. I want to make one player have his own leader board which tracks only his own stats.
0
@DrSuperEvil: Go
Thank you. My error was with Behavior - Power Link. I had to set those correctly for everything to work as it should. Thanks for your help once again. I was stuck with that forever.
0
I'm creating a control-zone based map where players will have to capture control zones that are a power source. This power source will allow them to construct a building that is also a power source for a final building which is not a power source. I'm having some difficulty in generating power. The behaviors attach properly but there is no animation and whenever I try and place the buildings in the power field it acts as if they are not there. Could anyone give me some help with this?
0
Excellent
Thank you very much.
0
The map I'm developing is to have several specific resources that must all be implemented properly.
Minerals - Normal (Renamed) Vespine Gas - Normal Terrazine - Harvested by Automated Refinery Custom Resource - Periodic Income by number of a building
I'm having some difficulty in implementing the Terrazine gas deposits. I need it to be like a mineral field, using the rich model that you build an automated refinery over. This refinery should pump terrazine. Is this possible?
0
Issue is now that the trigger is not firing. I've cleaned it up as best I could. Is this the fact that I'm running it as a test player rather than online? Here's the trigger so far.
trigger won't fire, period. Can't figure out what the error is.