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    posted a message on teleport player units to random ally's base?

    Well sound rare, but basically the main idea it's that when in lobby host select team mode, 4 teams of 2 players are generated... so we decided to make random player positions at start, so even you're an ally doesn't mean that both are next. But we noticed that with this idea sometimes it's difficult to help your ally, so the idea is:

    we want to make an ability through data editor that allows a player to teleport units to ally's base wherever he is

    -First I tried to make an ability that runs a Search Area, and the search runs an Issue Order on ally's teleport beacon that makes a mothership mass recall, and to be sure that the search area is actually afecting the beacon, a behavior is applied on ally's teleport beacon, but still there's no sign of the behavior... it seems that our map is to big to the range of the search ?, I even make the search with 500 radius and nothing the behavior wont appear in the ally's beacon.

    so the question:

    Is it possible to make an issue order in ally's beacon without using a search area? , or there's some other way to make player units teleport into ally's base just using a beacon effect-instant ability?

    Thanks in advance!!

    Posted in: Data
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    posted a message on (solved) which way is better to spawn units ?

    @Shawn91210: Go

    thanks for the help, the event Unit uses Ability works just fine !

    Posted in: Triggers
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    posted a message on (solved) which way is better to spawn units ?

    @zeldarules28: Go

    thx a lot for the help, I'll try to gather all of the triggers into 1 only...

    and thanks to all for the help :)

    Posted in: Triggers
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    posted a message on (solved) which way is better to spawn units ?
    Quote from Shawn91210: Go

    Is the player training units out of a building?

    I can't think of many other ways to work it, but maybe someone else will know ^.^

    Actually only trains 1 unit , the triggering unit ... wich only proposses is run the trigger's event:

    EVENT "any unit enters the map"
    CONDITION (Type of unit (Triggering unit))
    ACTIONS Remove triggering unit from the map / create 1 factory for (triggering player) at point
    ...and the trigger make an specific building for the triggering player.

    But i do it a lot of times and basically every building that I want to make I do it training an specific unit to run an specific trigger... So every time a unit enters the entire map, all this tiggers are evaluated :S, really dont tink other way to run the trigger that spawn the specific unit (building in my case)

    Posted in: Triggers
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    posted a message on (solved) which way is better to spawn units ?

    Im sorry, for example a player presses a button and it trains an X unit, so basically it runs the trigger...

    "any unit enters the map " condition-> unit type (triggering unit)= X Actions Remove triggering unit from the game Create 1 building for triggering player at point x

    I do it like this, but I have constant spawns , so the tigger gets evaluated every time a player get a unit ? so, my question : is there other possible way to do it without the triggering unit enters the map event ?

    Thx !

    PD:

    Quote from Kueken531: Go

    ... Also, which kind of lag are you referring to? Does it take too long until the unit is created or does the map lag when you spawn too much units?

    It gets laggy in the test when there are many units in the map

    Posted in: Triggers
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    posted a message on (solved) which way is better to spawn units ?

    Hi !,

    I've been wondering how to spawn units like mercenary buildings in marine arena after pressing a button, but without using a triggering unit... because I found that is kinda laggy. Hope you can help me :) !

    Posted in: Triggers
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