Was me being silly!! Edited the trigger to look like this
Wave 1
Events
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
Actions
General - Wait 30.0 Game Time seconds
Unit - Create 5 Zergling for player 2 at Wave 1 using point facing (No Options)
Unit Group - Pick each unit in (Last created units) and do (Actions)
Actions
Unit - Order all units in (Last created units) to ( Attack targeting Invasion) (Replace Existing Orders)
So far all i have created is the trigger to start once another excecutes (rescusing some supply depots) once that trigger excecutes 30 seconds later 5 zerglings spawn and attack move into the base. Basically what I want is the zerglings to spawn and attack move until player 1 makes it to a certain point on the map, where ill set up a trigger to then turn the spawning off. If that makes any sense?
All i have so far is
Wave 1
Events
AI - Player 2 sends an AI wave
Local Variables
Conditions
Actions
General - Wait 30.0 Game Time seconds
Unit - Create 5 Zergling for player 2 at Wave 1 using point facing (No Options)
Unit Group - Pick each unit in (Last created units) and do (Actions)
Actions
Unit - Order all units in (Last created units) to ( Attack targeting Invasion) (Replace Existing Orders)
All i really need is for it to loop, rather then run once. That way I can put in the trigger to stop it once you get to a certain point
Is there a way to set a trigger on loop so it runs until a certain condition is met, basically im looking for 5 zerglings to be created and attack move (which i have done) but want it to happen every few mins untill a player reaches a certain point.
I guess its like setting up a wave, but i can't see to work out waves, unless thats easier to explain? :)
Hello , sorry another one from me im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power
Events
Unit - Any Unit Enters within 3.0 of Restore Power
Local Variables
Owner = (Player 01) Red <Player Color>
2obj <Objective>
Conditions
Owner == (Player 01) Red
(Owner of (Triggering unit)) == 1
Actions
Trigger - Turn Power Off
Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description ""
Variable - Set 2obj = (Last created objective)
Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes)
Trigger - Wait for Rescue to execute, and Wait until it completes
Objective - Mark 2obj as Completed
Hello , sorry another one from me im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power
Events
Unit - Any Unit Enters within 3.0 of Restore Power
Local Variables
Owner = (Player 01) Red <Player Color>
2obj <Objective>
Conditions
Owner == (Player 01) Red
(Owner of (Triggering unit)) == 1
Actions
Trigger - Turn Power Off
Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description ""
Variable - Set 2obj = (Last created objective)
Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes)
Trigger - Wait for Rescue to execute, and Wait until it completes
Objective - Mark 2obj as Completed
Another problem im having is taking away the requirements for the ability, i managed to work it out once, but forgot how to do it. Basically I have a hero marine which I want to be able to use stim pack, but it doesn't take life, but has a cooldown of say 60 seconds?
When I managed to take away the requirement it still had the tooltip that I needed to research stim packs.. I also couldn't work out where to add a cooldown and how to take away the health drain?
Does anyone know how to make the hero button appear on the right side of the screen? I did it accidently once and now i cant seem to recreate it, any help would be great :)
Hello im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power
Events
Unit - Any Unit Enters within 3.0 of Restore Power
Local Variables
Owner = (Player 01) Red <Player Color>
2obj <Objective>
Conditions
Owner == (Player 01) Red
(Owner of (Triggering unit)) == 1
Actions
Trigger - Turn Power Off
Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description ""
Variable - Set 2obj = (Last created objective)
Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes)
Trigger - Wait for Rescue to execute, and Wait until it completes
Objective - Mark 2obj as Completed
0
Dont worry I sorted it!
Was me being silly!! Edited the trigger to look like this
Wave 1
Events
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
Actions
General - Wait 30.0 Game Time seconds
Unit - Create 5 Zergling for player 2 at Wave 1 using point facing (No Options)
Unit Group - Pick each unit in (Last created units) and do (Actions)
Actions
Unit - Order all units in (Last created units) to ( Attack targeting Invasion) (Replace Existing Orders)
But thanks :)
0
@Photoloss:
So far all i have created is the trigger to start once another excecutes (rescusing some supply depots) once that trigger excecutes 30 seconds later 5 zerglings spawn and attack move into the base. Basically what I want is the zerglings to spawn and attack move until player 1 makes it to a certain point on the map, where ill set up a trigger to then turn the spawning off. If that makes any sense?
All i have so far is
Wave 1
Events
AI - Player 2 sends an AI wave
Local Variables
Conditions
Actions
General - Wait 30.0 Game Time seconds
Unit - Create 5 Zergling for player 2 at Wave 1 using point facing (No Options)
Unit Group - Pick each unit in (Last created units) and do (Actions)
Actions
Unit - Order all units in (Last created units) to ( Attack targeting Invasion) (Replace Existing Orders)
All i really need is for it to loop, rather then run once. That way I can put in the trigger to stop it once you get to a certain point
0
Hello
Is there a way to set a trigger on loop so it runs until a certain condition is met, basically im looking for 5 zerglings to be created and attack move (which i have done) but want it to happen every few mins untill a player reaches a certain point.
I guess its like setting up a wave, but i can't see to work out waves, unless thats easier to explain? :)
0
Hello , sorry another one from me im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power
Events
Unit - Any Unit Enters within 3.0 of Restore Power
Local Variables
Owner = (Player 01) Red <Player Color>
2obj <Objective>
Conditions
Owner == (Player 01) Red
(Owner of (Triggering unit)) == 1
Actions
Trigger - Turn Power Off
Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description ""
Variable - Set 2obj = (Last created objective)
Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes)
Trigger - Wait for Rescue to execute, and Wait until it completes
Objective - Mark 2obj as Completed
Any help would be great, thanks
0
Found it, thanks :)
0
Yeah, i managed to get the ability to be available, but just going to have to keep looking and experimenting for the rest, thanks
0
Excellent, thanks mate :)
0
Hello , sorry another one from me im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power
Events
Unit - Any Unit Enters within 3.0 of Restore Power
Local Variables
Owner = (Player 01) Red <Player Color>
2obj <Objective>
Conditions
Owner == (Player 01) Red
(Owner of (Triggering unit)) == 1
Actions
Trigger - Turn Power Off
Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description ""
Variable - Set 2obj = (Last created objective)
Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes)
Trigger - Wait for Rescue to execute, and Wait until it completes
Objective - Mark 2obj as Completed
Any help would be great, thanks
0
Hello
Another problem im having is taking away the requirements for the ability, i managed to work it out once, but forgot how to do it. Basically I have a hero marine which I want to be able to use stim pack, but it doesn't take life, but has a cooldown of say 60 seconds?
When I managed to take away the requirement it still had the tooltip that I needed to research stim packs.. I also couldn't work out where to add a cooldown and how to take away the health drain?
Any help is great :)
Thanks
0
Stupid question, but where is that? O.O or am i blind?
0
Hello
Does anyone know how to make the hero button appear on the right side of the screen? I did it accidently once and now i cant seem to recreate it, any help would be great :)
Thanks
0
Hello im having a little trouble with trigger points, i can't see to get it work so that only 1 player can use the trigger, I have some AI units running around for the enemy and they keep using the triggers
This is what i have
Power Events Unit - Any Unit Enters within 3.0 of Restore Power Local Variables Owner = (Player 01) Red <Player Color> 2obj <Objective> Conditions Owner == (Player 01) Red (Owner of (Triggering unit)) == 1 Actions Trigger - Turn Power Off Objective - Create a Active Primary objective with text "Restore the power to the Command ce..." and description "" Variable - Set 2obj = (Last created objective) Sound - Play UI_ObjectiveComplete for (All players) (at 100.0% volume, skip the first 0.0 seconds) Transmission - Send transmission to (All players) from (Ace [114.30, 8.54] with Flash (Do Not override portrait) playing Talk) playing No Sound Link with name "Ace Dimmer" and message "Hurry!! We need to get over to thos..." using (Cinematic portrait (Center Left)) playing Talk (Add 5.0 seconds, Don't Wait until it finishes) Trigger - Wait for Rescue to execute, and Wait until it completes Objective - Mark 2obj as Completed
Any help would be great, thanks