It isnt an Waypoint system like an Tower Defense System.
Unit reached an Point:
Unit can use 4 Ways North/East/South/West some Ways can be blocked (because Way is blocked through Random generated Buildings), so it should choose the next Valid Point.
im tried to use from Library Next Point from Point. But it doesn't work?
i placed 5 Points at Map in Center Spawn and N/E/S/W. Now i tried to get one of this 4 Points. But the lib shows me always the spawn. So i tried to spawn move the spawn Point away, but same effect? So i placed an Test point near by Spawn Point and it shows again the only the Spawnpoint.
i created an unit -> actor - model Tarsonis Building
The building got 11 variations, i will use only variation 1,3,7,11
How can i do that? I already tried to set:
CModel_Varitions_Number to 1|-1|3|-1|-1|-1|7|-1|-1|-1|11
or
CModel_Varitions_Probability 1|0|1|0|0|0|1|0|0|0|1
lower vairations to 4 will result in show 1,2,3,4...
0
Thanks again.
I will find another way and will post it as lib.
0
Thanks.
Will think about your advice.
But no one used Blizzards next near Point Lib?
0
It isnt an Waypoint system like an Tower Defense System.
Unit reached an Point: Unit can use 4 Ways North/East/South/West some Ways can be blocked (because Way is blocked through Random generated Buildings), so it should choose the next Valid Point.
But the Library from Blizzard not work
Here the Demo: http://www.sc2mapster.com/maps/korhal-syndicate-wars/files/
0
Hello,
im tried to use from Library Next Point from Point. But it doesn't work?
i placed 5 Points at Map in Center Spawn and N/E/S/W. Now i tried to get one of this 4 Points. But the lib shows me always the spawn. So i tried to spawn move the spawn Point away, but same effect? So i placed an Test point near by Spawn Point and it shows again the only the Spawnpoint.
Any Idea?
Sorry for my english...
Reagrds Sam
0
Ah Ok! Thanks
0
Hi again.
I need help again:
is there an chance to get unit Position x or y as Real i Only get Position as XY so 100.0:100.0
Actual my Unit move Random @X but i want they go Random like this: 100X 200Y -100X 100Y
Demo Map: http://www.sc2mapster.com/maps/korhal-syndicate-wars/files/
0
Don't understand your Question? You are looking for an Library?
0
Generate random Buildings at Point XY
Requirement:
Copy Units/Actors from Data Editor with Prefix !
Copy CreateStructs
from Demo Map
http://www.sc2mapster.com/maps/korhal-syndicate-wars/files/
0
Thanks for Help
I already tried:
Art: CModel_Varitions_Probability 1|0|1|0|0|0|1|0|0|0|1
1 100% Chance? 0 0%?
but it doesnt work...
now im using: Actor Send Message ModelSwap from Trigger Editor
But not the best way?
0
No Idea? No Coment? Please Help
0
Hello,
i created an unit -> actor - model Tarsonis Building
The building got 11 variations, i will use only variation 1,3,7,11
How can i do that? I already tried to set: CModel_Varitions_Number to 1|-1|3|-1|-1|-1|7|-1|-1|-1|11 or CModel_Varitions_Probability 1|0|1|0|0|0|1|0|0|0|1
lower vairations to 4 will result in show 1,2,3,4...
Please Help, Thanks
0
ok i use an other solution:
I create via Data Editor 4 new Units Korhal (null/small/medium/big).
Think thats the best way...
0
I think create units will result in performance issue?
0
Hello,
first excuse my english. I already post my question at Terrain Forum. They mean: I should place my post better in Trigger Forum.
My Question:
I want to create an dynamic City with dynamic Paths like Valves Left4dead.
I want to use the Korhal Tower Doodads and some Building as Units. Units are Easy to create but how can i create Doodads from Trigger.
I tried Create Actor at Point but nothing happens. I tried Create Models at Point and this work. But Models got no collisions query?
Any Idea or any Tutorials for create Dynamic Terrains.
0
I want to create dynamic path with dynamic Buildings. So the Player experience changes every Round.
I want to use Corhal Towers (small, medium, high) as Doodads and some other Buildings as Units.
I can create models (corhal tower) at an point over an Trigger without collision.
Actual i dont understand why i cant use "Create Actor @ Point". This would be the best practice (Performance)...
i can place Doodads over Terrain Editor why not over an Trigger?