This is tough, I've actually never been this stumped.
EDIT: after some more debugging, it looks like lots of information (eg: behavior, flags, filters) about the unit is lost after the unit dies. Still trying to find a solution...
Maybe I'll create duplicates of each Protoss unit, and have hallucination spawn these copies. That way, I can explicitly check the dead unit wasn't a unit created by hallucination...
I have a trigger that respawns units when they die, but there's a bug that if a hallucinated unit dies, it respawns as a real unit. I've tried checking if the unit that just died has either of the behaviors "Sentry - hallucination" or "Hallucination timed life", but to no avail. Maybe it's a problem of finding which index the buff is applied to? Here's the trigger:
Events
Unit - Any Unit dies
Local Variables
DeadUnit = No Game Link <Game Link - Unit>
DeadBehavior = No Game Link <Game Link - Behavior>
DeadPlayer = 0 <Integer>
Conditions
Actions
Variable - Set DeadUnit = (Unit type of (Triggering unit))
Variable - Set DeadBehavior = ((Triggering unit) behavior 1)
Variable - Set DeadPlayer = (Triggering player)
General - Wait 5 Real Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
DeadBehavior != Hallucination Timed Life
Then
Unit - Create 1 DeadUnit for player DeadPlayer at SpawnPoint[DeadPlayer] facing 270.0 degrees (No Options)
Else
@DuckyTheDuck: Go
Yeah I agree about the temple inlays, they dont blend in as well as I hoped.
I agree with everyone about the terrain. The in-game textures look a lot better than the load screen, but this doesn't make up for the overall level design. I'm working on a completely fresh terrain, and will post that load screen soon.
@Deadzergling: Go
I'm not sure I know what you mean...are you suggesting to change the cliff colors to match the teams?
1. count how many "remaining allies" there are.
2. pick each unit of the leaving player, count them, and store it as "number of remaining units"
3. divide the "number of remaining units" by "remaining allies" and store this integer as "number of units per player"
4. again, pick each unit of the leaving player. from 1 until "number of units per player", give unit ownership to one of the remaining allies. continue for "number of units per player * 2" for the second ally, until there are no units left.
Let me know if you need any further clarifcation, or if what I wrote is garbage :)
I found that modifying a unit's health bar is done through it's actor (actor -> UI -> bar length). However, my data editor doesn't show many parameters under a unit's actor. What am I doing wrong?
I'm also interested in doing this, but not even this simple trigger works. Note that Tower Capture is named "Designate (Unnamed)".
Xel Naga Test 1
Events
Unit - Any Unit uses Designate (Unnamed) at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
UI - Display "xelnaga" for (All players) to Subtitle area
This doesn't work either
Xel Naga Test 2
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Conditions
(Xel'Naga Tower [39.00, 61.00] ability command ((Tower Capture, 0)) is in state Executing) == True
Actions
UI - Display "xelnaga" for (All players) to Subtitle area
Hahah ahhhh craappp sorry you didn't like it, I laughed when I read it looked liked a burn victim. Again I thank you for your honesty and suggestions, I'll see what I can come up with for the next version. Load screens are hard...how does Hero Attack get away with theirs?
Under Map Info you can customize the small and large map preview images. For those that may not know, these are the images that are displayed when you mouse-over a map in the lobby and it gives you a preview and short description.
For me, for example, the thumbnail of the map "Hero Attack" appears solid yellow, but the load screen appears normal. I recently published a new patch for my map, and suddenly my own thumbnail appears yellow, but the load screen appears as normal.
Anyone else experience this problem before?
I should note that I actually was able to solve the yellow thumbnail issue for my own map by increasing the resolution of the image.
0
@Hookah604: Go
Awesome, this is really encouraging to see.
0
@zorbotron: Go
Neither works :/
This is tough, I've actually never been this stumped.
EDIT: after some more debugging, it looks like lots of information (eg: behavior, flags, filters) about the unit is lost after the unit dies. Still trying to find a solution...
Maybe I'll create duplicates of each Protoss unit, and have hallucination spawn these copies. That way, I can explicitly check the dead unit wasn't a unit created by hallucination...
EDIT 2: above worked.
0
I have a trigger that respawns units when they die, but there's a bug that if a hallucinated unit dies, it respawns as a real unit. I've tried checking if the unit that just died has either of the behaviors "Sentry - hallucination" or "Hallucination timed life", but to no avail. Maybe it's a problem of finding which index the buff is applied to? Here's the trigger:
Events
Unit - Any Unit dies
Local Variables
DeadUnit = No Game Link <Game Link - Unit>
DeadBehavior = No Game Link <Game Link - Behavior>
DeadPlayer = 0 <Integer>
Conditions
Actions
Variable - Set DeadUnit = (Unit type of (Triggering unit))
Variable - Set DeadBehavior = ((Triggering unit) behavior 1)
Variable - Set DeadPlayer = (Triggering player)
General - Wait 5 Real Time seconds
General - If (Conditions) then do (Actions) else do (Actions)
If
DeadBehavior != Hallucination Timed Life
Then
Unit - Create 1 DeadUnit for player DeadPlayer at SpawnPoint[DeadPlayer] facing 270.0 degrees (No Options)
Else
0
Here's the latest version. Hopefully the terrain is a bit more appealing. (Team Blitz Tactics has evolved into Equilibrium)
0
@Rice87: Go
Can you try picking each unit that's idle and give an order?
0
@DuckyTheDuck: Go Yeah I agree about the temple inlays, they dont blend in as well as I hoped.
I agree with everyone about the terrain. The in-game textures look a lot better than the load screen, but this doesn't make up for the overall level design. I'm working on a completely fresh terrain, and will post that load screen soon.
@Deadzergling: Go I'm not sure I know what you mean...are you suggesting to change the cliff colors to match the teams?
0
@Demon4231: Go
Just spit ballin here, its not all gonna be gold:
1. count how many "remaining allies" there are.
2. pick each unit of the leaving player, count them, and store it as "number of remaining units"
3. divide the "number of remaining units" by "remaining allies" and store this integer as "number of units per player"
4. again, pick each unit of the leaving player. from 1 until "number of units per player", give unit ownership to one of the remaining allies. continue for "number of units per player * 2" for the second ally, until there are no units left.
Let me know if you need any further clarifcation, or if what I wrote is garbage :)
0
@DrSuperEvil: Go
Thank you kind sir.
0
I found that modifying a unit's health bar is done through it's actor (actor -> UI -> bar length). However, my data editor doesn't show many parameters under a unit's actor. What am I doing wrong?
0
Alright, still not perfect, but I'm a lot happier with this one.
0
I'm also interested in doing this, but not even this simple trigger works. Note that Tower Capture is named "Designate (Unnamed)".
Xel Naga Test 1
Events
Unit - Any Unit uses Designate (Unnamed) at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
UI - Display "xelnaga" for (All players) to Subtitle area
This doesn't work either
Xel Naga Test 2
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Conditions
(Xel'Naga Tower [39.00, 61.00] ability command ((Tower Capture, 0)) is in state Executing) == True
Actions
UI - Display "xelnaga" for (All players) to Subtitle area
0
@DuckyTheDuck: Go
Hahah ahhhh craappp sorry you didn't like it, I laughed when I read it looked liked a burn victim. Again I thank you for your honesty and suggestions, I'll see what I can come up with for the next version. Load screens are hard...how does Hero Attack get away with theirs?
0
Here's version 4; you're guys' comments I feel are opening my eyes, keep it coming. Thanks Scorp for the tips, and Ducky the detailed critique :)
ps: the thumbnail of my map (the image when you mouse over a map name) appears yellow on bnet...anyone know what that's about?
0
Thanks again everyone for all the feedback. This time I wanted to have a relevant background and a more detailed tutorial. Here's version 3:
0
Under Map Info you can customize the small and large map preview images. For those that may not know, these are the images that are displayed when you mouse-over a map in the lobby and it gives you a preview and short description.
For me, for example, the thumbnail of the map "Hero Attack" appears solid yellow, but the load screen appears normal. I recently published a new patch for my map, and suddenly my own thumbnail appears yellow, but the load screen appears as normal.
Anyone else experience this problem before?
I should note that I actually was able to solve the yellow thumbnail issue for my own map by increasing the resolution of the image.