Wasn't that. If I add one of the unit to a unit group, and then add another to another unit group, both units are added to both unit groups... -.-' So frustrating
I probably could do if then else, but I'm sure that this problem will track me down and kill me afterwards... O.o Still, if i doubleclick one unit type, a lot of other ones will be selected as well
And yea, there was a bug or something... About the posts.
EDIT: ...I could swear that I saw 1001 in your postcount -.-'
My problem is that two triggers are launched when only one is supposed to. I've created a tag game where if a unit from a unit group dies, a sprite is created inside a region and it is added to a new unit group. If that sprite is killed by one of its teammates, because it's in the new unit group, it'll spawn the same type of unit that died in the first place. What happens is that when the unit dies, it triggers both the 'spawn sprite' function and the 'revive sprite' function.This basically means that the first unit must be attached to both unit groups, which it isn't supposed to be. But that haven't been done in triggers...
Further, as proof that the units are all in the same unit group, I've made a trigger that makes it so if a unit from the unit group 'sprites' exits a region, it is teleported to the center of it, so that it can't leave. If any unit, no matter if it is attached to the 'sprite' unit group or another unit group, tries to exit the region, they're all teleported back.
I copied and pasted a single unit multiple times and modified it after that. Now when i doubleclick the one unit, the units that I copied, pasted and then modified are selected as well. I've been having some problems with these units in the triggers, and I'm pretty sure it's because they somehow have the same ID or something like that. If I add one of the units to a unit group for example, all the units are added.
How do I fix this?
EDIT: In the trigger debug window I get this message for two non-identical units.
00:00:28.31 Running gt_SheepRevive_Func (Event: Unit Damaged/Died (InvisibleSheep, 5))
00:00:13.88 Running gt_SheepRevive_Func (Event: Unit Damaged/Died (FlyingSheep, 5))
AFAIK, Events+ is only for models. I think you misunderstood the morph ability. A unit is created through the morph ability and the actor/model is changed through this actors events+.
This is a thing that is pretty hard to achieve, but I believe it was achieved in WC3. Specifically in the game Line Tower War, a game that can't be played without some kind of 'security-system' to keep people from blocking the minions out. I really don't know if any TD's have gotten it right.
Hi! When I started working with the editor, I used these tutorials. The guy's name is OneTwoSC and his tutorials are really helpful. Try starting with the first, basic TD. In here he explains the basics of both data and trigger editing.
No, It's like a movie teaser with a scene that is enterily removed of any context, no context is what 'teases' our imagination. This map is obv. centered around story as well as gameplay, and as this character evidentley is part of the story, this is an enterily valid teaser. And a good one, might I add
This is my first tutorial, so any suggestions and/or friendly criticism is welcome. Pictures didn't really work out, so I linked the full version of them underneath each of them. Credits to OneTwoSC for telling this to me.
As I weren't able to find any tutorials out there about this, I decided to cook one up myself. In this tutorial you'll learn how to create a distinct square beneath your turrets in, for example, a TD. I'd like to point out, that you need minor knowledge of how to create an actor and a model to follow this tutorial.
What you can expect
What we're going to achieve through this tutorial is a square beneath our units, to help players with the positioning of their turrets in a TD map. Much like the below, and what you would find in a WC3 TD.
http://img20.imageshack.us/img20/5052/turrets.png
Models
To do this, we're going to need to create a model for this square of ours.
Go to the models-tab and create a new model, preferably called 'building splat'. Set the model type to generic and press OK. Now, go change the model to 'TerranTarmac_01.m3'. This model fits perfectly, and as of yet I haven't been able to find another. It does have a distinct terran feel if you don't tint it black, so keep that in mind.
http://img802.imageshack.us/img802/2929/models.png
That's all we need to do in the models-tab.
Actors
Now, create a new actor and call it whatever you like. Set the actor type to 'splat' and press OK. Then change the model to the one you just created. In my case this is 'building splat'
http://img708.imageshack.us/img708/1524/actorsy.png
So, normally, now would be the time that you linked the actor to your unit, but we're not going to do it the simple way, as we want multiple units to have this splat model. This is why we now need to go dabble in the dark arts of events+
Double-click the field 'events+'. What you would normally do is link the unit to your actor in the top bar of your actor, but the thing that you actually do there, is modify the events+ field. With other words, events+ is were most of the stuff regarding linked units is kept, by modifying this field, we can link multiple units to the actor. I'm going to use the Missile Turret and the auto-turret as the units that I want to be outlined.
What we want to be done is this: When a unit is birthed, we want the splat model to be created beneath it, that's a pretty simple thing to do in the events+ field. Events+ functions kind of like triggers, in that it needs an event and an action to be done in case of this event. If you did everything correctly, there should already be an event called 'UnitBirth.Bogus' -> Create. This tells the actor, that if a unit called 'bogus' is created, it must create itself at target unit.
Click the event and change the Source Name to missile turret. Then right-click the tree and press 'add event'. The 'msg type' needs to be set to 'Unit Birth' and the source name needs to be 'Auto-turret'. By now, you've probably figured out, that the source name is where we specify which unit that need sto be birthed in order for the actor to be created.
http://img716.imageshack.us/img716/7717/eventsjw.png
If you have more units, you simply do the process again, and link it to another unit.
Finishing touches
Now, you should have a healthy, big square beneath your auto- and missile turrets. If you want different tints, like the picture I showed at the start of this post, you can just go to the actors tab and tint it.
It's probably too big for your structure, so to put the finishing touch on it, you need to go to the 'building splat' actor and change the scale to this:
2x2 footprint: X=0.38 Y=0.4 Z=0.4
3x3 footprint: X=0.55 Y=0.6 Z=0.6
4x4 footprint: X=0.75 Y=0.8 Z=0.8
NB! Important!
The only downside of this method is, that the 'effects' video setting in SC2 needs to be set to medium or above for this to show up.
0
@DrSuperEvil: Go
Wasn't that. If I add one of the unit to a unit group, and then add another to another unit group, both units are added to both unit groups... -.-' So frustrating
0
@zenx1: Go
I probably could do if then else, but I'm sure that this problem will track me down and kill me afterwards... O.o Still, if i doubleclick one unit type, a lot of other ones will be selected as well
And yea, there was a bug or something... About the posts.
0
@zenx1: Go
Gratz with the 1000nd post! :)
EDIT: ...I could swear that I saw 1001 in your postcount -.-'
My problem is that two triggers are launched when only one is supposed to. I've created a tag game where if a unit from a unit group dies, a sprite is created inside a region and it is added to a new unit group. If that sprite is killed by one of its teammates, because it's in the new unit group, it'll spawn the same type of unit that died in the first place. What happens is that when the unit dies, it triggers both the 'spawn sprite' function and the 'revive sprite' function.This basically means that the first unit must be attached to both unit groups, which it isn't supposed to be. But that haven't been done in triggers...
Further, as proof that the units are all in the same unit group, I've made a trigger that makes it so if a unit from the unit group 'sprites' exits a region, it is teleported to the center of it, so that it can't leave. If any unit, no matter if it is attached to the 'sprite' unit group or another unit group, tries to exit the region, they're all teleported back.
0
@DrSuperEvil: Go
Their unit IDs are not the same. That's what I can't figure out. It obviously has something to do with the number 5...
0
I copied and pasted a single unit multiple times and modified it after that. Now when i doubleclick the one unit, the units that I copied, pasted and then modified are selected as well. I've been having some problems with these units in the triggers, and I'm pretty sure it's because they somehow have the same ID or something like that. If I add one of the units to a unit group for example, all the units are added.
How do I fix this?
EDIT: In the trigger debug window I get this message for two non-identical units.
00:00:28.31 Running gt_SheepRevive_Func (Event: Unit Damaged/Died (InvisibleSheep, 5))
00:00:13.88 Running gt_SheepRevive_Func (Event: Unit Damaged/Died (FlyingSheep, 5))
Both have the 5 at the end
0
@Stexen: Go
AFAIK, Events+ is only for models. I think you misunderstood the morph ability. A unit is created through the morph ability and the actor/model is changed through this actors events+.
Correct me if I'm wrong. I'm not enterily sure.
0
@illidans911: Go
This is a thing that is pretty hard to achieve, but I believe it was achieved in WC3. Specifically in the game Line Tower War, a game that can't be played without some kind of 'security-system' to keep people from blocking the minions out. I really don't know if any TD's have gotten it right.
0
Hi! When I started working with the editor, I used these tutorials. The guy's name is OneTwoSC and his tutorials are really helpful. Try starting with the first, basic TD. In here he explains the basics of both data and trigger editing.
0
@Mozared: Go
Max Payne 2, isn't it?
0
@Karawasa: Go
No, It's like a movie teaser with a scene that is enterily removed of any context, no context is what 'teases' our imagination. This map is obv. centered around story as well as gameplay, and as this character evidentley is part of the story, this is an enterily valid teaser. And a good one, might I add
Also, if what you say is what you really mean, then you'd call this teaser invalid? Because there sure as hell ain't no gameplay here.
0
@version83: Go
AFAIK, this place is not for requests. Go ask in the trigger forum
0
Hello, Mapsterz.
This is my first tutorial, so any suggestions and/or friendly criticism is welcome. Pictures didn't really work out, so I linked the full version of them underneath each of them. Credits to OneTwoSC for telling this to me.
As I weren't able to find any tutorials out there about this, I decided to cook one up myself. In this tutorial you'll learn how to create a distinct square beneath your turrets in, for example, a TD. I'd like to point out, that you need minor knowledge of how to create an actor and a model to follow this tutorial.
What you can expect
What we're going to achieve through this tutorial is a square beneath our units, to help players with the positioning of their turrets in a TD map. Much like the below, and what you would find in a WC3 TD. http://img20.imageshack.us/img20/5052/turrets.png
Models
To do this, we're going to need to create a model for this square of ours.
Go to the models-tab and create a new model, preferably called 'building splat'. Set the model type to generic and press OK. Now, go change the model to 'TerranTarmac_01.m3'. This model fits perfectly, and as of yet I haven't been able to find another. It does have a distinct terran feel if you don't tint it black, so keep that in mind. http://img802.imageshack.us/img802/2929/models.png
That's all we need to do in the models-tab.
Actors
Now, create a new actor and call it whatever you like. Set the actor type to 'splat' and press OK. Then change the model to the one you just created. In my case this is 'building splat' http://img708.imageshack.us/img708/1524/actorsy.png
So, normally, now would be the time that you linked the actor to your unit, but we're not going to do it the simple way, as we want multiple units to have this splat model. This is why we now need to go dabble in the dark arts of events+
Double-click the field 'events+'. What you would normally do is link the unit to your actor in the top bar of your actor, but the thing that you actually do there, is modify the events+ field. With other words, events+ is were most of the stuff regarding linked units is kept, by modifying this field, we can link multiple units to the actor. I'm going to use the Missile Turret and the auto-turret as the units that I want to be outlined.
What we want to be done is this: When a unit is birthed, we want the splat model to be created beneath it, that's a pretty simple thing to do in the events+ field. Events+ functions kind of like triggers, in that it needs an event and an action to be done in case of this event. If you did everything correctly, there should already be an event called 'UnitBirth.Bogus' -> Create. This tells the actor, that if a unit called 'bogus' is created, it must create itself at target unit.
Click the event and change the Source Name to missile turret. Then right-click the tree and press 'add event'. The 'msg type' needs to be set to 'Unit Birth' and the source name needs to be 'Auto-turret'. By now, you've probably figured out, that the source name is where we specify which unit that need sto be birthed in order for the actor to be created. http://img716.imageshack.us/img716/7717/eventsjw.png
If you have more units, you simply do the process again, and link it to another unit.
Finishing touches
Now, you should have a healthy, big square beneath your auto- and missile turrets. If you want different tints, like the picture I showed at the start of this post, you can just go to the actors tab and tint it. It's probably too big for your structure, so to put the finishing touch on it, you need to go to the 'building splat' actor and change the scale to this:
2x2 footprint: X=0.38 Y=0.4 Z=0.4
3x3 footprint: X=0.55 Y=0.6 Z=0.6
4x4 footprint: X=0.75 Y=0.8 Z=0.8
NB! Important!
The only downside of this method is, that the 'effects' video setting in SC2 needs to be set to medium or above for this to show up.
0
@AegisRunestone: Go
Wauw, American healthcare system is so diffuse. There's like 4 hospitals in Denmark
0
How do you guys do that green, big font? I've seen a lot of it in tutorials, and I really like it.
0
Just wanted to highlight this:
CGI is scary o.O