Whenever a hero unit is created they are placed into the unit group HeroesOnField.
So that I can use the event: "Unit - (Unit 1 from HeroesOnField) dies" to do actions at hero death.
The problem is that it fires no matter what unit dies.
Any unit in the entire map regardless of being in the group.
Any help would be appreciated.
(also i do not know what the index number "1" changes in this event)
I want to raise the minimap render priority of a hero unit so that it always renders on top of standard units in the minimap.
unfortunately I have been unable to find any info on what input this field requires.
Data > Actor > Unit > UI > Minimap Render Priority (default value is "Custom: Normal")
I am trying to do a simple model/skin swap for Unit Type for a Player.
- Applies only to triggering player
- Swaps model of all existing and future produced units of the Unit Type
- New model size should be scaled to match the actual unit size
Previous attempts:
I have used send actor message modelswap but that only affects picked unit and not the unit type.
Also it does not scale the model to the appropriate unit size.
I have used the data editor to accomplish the model swaps for future produced units via upgrades but then it does not swap existing units.
(also I am trying to avoid the data editor for this if possible because I want to do many possible swaps)
Can anyone help me understand how this function works?
This is what I would like to have happen when a player leaves the game:
The ally gets control and UN-SHARED spending.
By this I mean that each player has their own resources which can only be spent on that player's units/upgrades.
I want to make it so that when you select one of your ally's buildings it will show his resources up top instead of yours.
EDIT:
So in my initial testing I found that this almost works but it doesn't disable shared spending after they leave.
I mean the money doesn't transfer and each player has their own pool of minerals but one the pool runs out it starts using the other pool (regardless of which direction). I will play with this more and hopefully I can remedy it by explicitly turning resource sharing off after the player leaves. I'm just afraid that this will mean that purchases can't be made at all for the ally.
-The mid has larger hill and chokes.
-The cliffs are accessible from the mid
-The bases are small but on high ground with HUGE ramp so it doesn't choke
-Map size is same as current iirc
Ok so I duplicated everything (weapon, persistant and damage effects, actors, models, and sounds)
And the attack works perfect in editor test.
When I publish it it also works perfect with the right damage and everything... Only 1 catch.
The animation is the needle spine annimation and not the talons animation
(even tho in the editor test game it had the correct talon animation)
It still does 2 hits like talons and does 2 sound effects like talons.
Only the animation is wrong.
When I look at models in editor... I can't find the animation for talons at all.
Did blizzard remove/replace it???
The actor it calls is "queenattack" which actually references hydralisk needle spines...
LOL i wish that would work.
that's what we tried 1st... the resources transfer before a trigger can remove them.
So i did what one of you suggested and added comments to print the variables and math.
I found that the culprit is "Player Spent Score" ... no matter how much stuff i buy it remains 0...
anyone know how this variable works? (its the built in one)
I am one of the Map editors for Marine Arena and I am having a headache of a time with this.
Is there an easy way to stop resources from transferring to your an ally when a player leaves?
If there is I would love to know about it.
Our roundabout approach. :
We have an existing variable for our leaderboard that tracks total minerals a player has earned throughout the game.
So when a player leaves we have a trigger that picks integer 1-8 (for players 1-8) and checks that they are an ally of the player who left.
If so then it will set their minerals back to what they should be, calculated by (total earned variable - player minerals spent score).
The problem is that its not working right and ends up setting incorrect minerals.
CODE:
General - Pick each integer from 1 to 8, and do (Actions).
Actions.
General - If (Conditions) then do (Actions) else do (Actions).
If.
(Player (Triggering player) treats player (Picked integer) as Ally (Mutual)) == True.
Then.
Player - Modify player (Picked integer) Minerals: Set To (LB Bounty Earned Value[(Picked integer)] - (Player (Picked integer) Minerals Spent score)).
NOTES:
LB Bounty Earned Value[(Picked integer)] is our custom variable which is the sum of all minerals earned by any means. It is an array of 8 for players 1-8 (question: In galaxy editor would an array[8] have indexes 0-7 , 0-8 , 1-8 ?)
Should I use picked player instead of picked integer?
I feel like it shouldn't matter but perhaps its a known bug or incompatibility that is causing it to not work correctly?
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This issue has plagued me publishing Marine Arena for at least a year... It is getting far worse lately and it is a major pain.
Blizzard seems to not care
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well darn...
i was hoping to use the unit group to avoid triggering the even for every single death...
thx for the heads up
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Event Help - Unit from Unit Group Dies
Whenever a hero unit is created they are placed into the unit group HeroesOnField.
So that I can use the event: "Unit - (Unit 1 from HeroesOnField) dies" to do actions at hero death.
The problem is that it fires no matter what unit dies.
Any unit in the entire map regardless of being in the group.
Any help would be appreciated.
(also i do not know what the index number "1" changes in this event)
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Thank you.
Are those also the order of priority?
( doodad=least and beacon=most? )
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I want to raise the minimap render priority of a hero unit so that it always renders on top of standard units in the minimap.
unfortunately I have been unable to find any info on what input this field requires.
Data > Actor > Unit > UI > Minimap Render Priority (default value is "Custom: Normal")
Thanks
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Im specifically trying to do it via triggers only if possible
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I am trying to do a simple model/skin swap for Unit Type for a Player.
- Applies only to triggering player
- Swaps model of all existing and future produced units of the Unit Type
- New model size should be scaled to match the actual unit size
Previous attempts:
I have used send actor message modelswap but that only affects picked unit and not the unit type.
Also it does not scale the model to the appropriate unit size.
I have used the data editor to accomplish the model swaps for future produced units via upgrades but then it does not swap existing units.
(also I am trying to avoid the data editor for this if possible because I want to do many possible swaps)
Any help would be greatly appreciated
- Josin
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Can anyone help me understand how this function works?
This is what I would like to have happen when a player leaves the game:
The ally gets control and UN-SHARED spending.
By this I mean that each player has their own resources which can only be spent on that player's units/upgrades.
I want to make it so that when you select one of your ally's buildings it will show his resources up top instead of yours.
EDIT:
So in my initial testing I found that this almost works but it doesn't disable shared spending after they leave.
I mean the money doesn't transfer and each player has their own pool of minerals but one the pool runs out it starts using the other pool (regardless of which direction). I will play with this more and hopefully I can remedy it by explicitly turning resource sharing off after the player leaves. I'm just afraid that this will mean that purchases can't be made at all for the ally.
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thank you much
we actually had this very map working in an online test about 1 year ago.
i think i lost the map tho... just have the terrain left
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Here is a map I made for MA a while back:
-The mid has larger hill and chokes.
-The cliffs are accessible from the mid
-The bases are small but on high ground with HUGE ramp so it doesn't choke
-Map size is same as current iirc
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If I was to do this to my map. (Marine Arena 2 US)
What is the list of items I would need to go through and adjust timings on?
What am I missing:
-unit spawn times
-trigger events and timings
-unit hp/energy regeneration
-unit move speed and acceleration
-weapon attack speed
-animations? (hopefully not)
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Ok so I duplicated everything (weapon, persistant and damage effects, actors, models, and sounds)
And the attack works perfect in editor test. When I publish it it also works perfect with the right damage and everything... Only 1 catch. The animation is the needle spine annimation and not the talons animation (even tho in the editor test game it had the correct talon animation) It still does 2 hits like talons and does 2 sound effects like talons. Only the animation is wrong.
When I look at models in editor... I can't find the animation for talons at all. Did blizzard remove/replace it???
The actor it calls is "queenattack" which actually references hydralisk needle spines...
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