I tried making a trigger for this (attached), but I'm struggling on how to get around a tie in voting. I could make it choose randomly if a tie is detected, but that is probably not good enough.
ANYWAY... maybe you can do something with what I started. its a good base set up (I only have 3 players though its expandable) ill upload what I have now (with the tie picking a random player) sorry I didn't solve it completely, but maybe it can give you an idea of how to do it.
I didn't look at the tutorial, but a suggestion I would give is have the trigger set am integer variable every it upgrades. then have a condition that checks the variable value. like dis:
trigger A:
EVENT: (player gets upgrade)
ACTIONS: (modify integer X +1)
because the integer will start at 0, the value of the integer will reflect what level uprade the player is on
after realizing that I cant reference the ability "stargate=warp in carrier", I had to create an entirely new trigger for the carrier, but at least it works.
making more progress. it seems the problem with the event is the ability portion. no events that run using warp in carrier work. (or at least those I tested: issued that order and unit uses that ability at any stage)
UPDATE
yeah I even tried any unit uses any ability with condition triggering ability == stargate- warp in carrier
its as if the stargate isn't using that to build carriers, like its not even registering that the ability warp in carrier is being used.
honestly, im about to write this off as a bug. it makes no sense : /
it seems the problem is that the event "unit uses ability (warp in carrier)" is broken
I created another trigger with that event and the action to display the text "fire". it doesn't work. the problem lies in the event.
UPDATE:
ok, I noticed that in the data editor, it shows only the WoL command card. but in the game, the 2 HotS units are on the command card as well. could that have anything to do with the problem ? i'm not sure.
here is a working copy of your map. I determined the problem was that you were using the wrong type of cancel. unfortunately, pacience is not my strong suite, so I just piled on the cancels. it works exactly like it would if I used only the correct one, however, because the others have no effect. this version works, but you can narrow down the proper one using trial and error if you desire, but its really not necessary.
WAIT. I think I know how. go to the cannon's weapon and look for the target requirements, then uncheck visible.
I wish I could help you more, but I don't know the data editor like I do the trigger editor. If my suggestion doesn't work, make another thread in the data editor help section. the data guys in there can help you with that no prob.
what? like fire at targets they cant see? I don't believe so. However, you could create a map-wide revealer for the owner of the cannons, that way they wont have FoW issues. (this will give the owner vision all over the map, so keep that in mind if u decide to do that)
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I tried making a trigger for this (attached), but I'm struggling on how to get around a tie in voting. I could make it choose randomly if a tie is detected, but that is probably not good enough.
ANYWAY... maybe you can do something with what I started. its a good base set up (I only have 3 players though its expandable) ill upload what I have now (with the tie picking a random player) sorry I didn't solve it completely, but maybe it can give you an idea of how to do it.
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I didn't look at the tutorial, but a suggestion I would give is have the trigger set am integer variable every it upgrades. then have a condition that checks the variable value. like dis:
trigger A:
because the integer will start at 0, the value of the integer will reflect what level uprade the player is on
then have the condition:
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maybe the title is too specific? maybe change it to "help how to make a unit fire without vision"
sorry I cant help you myself : /
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are you open to doing it with triggers?
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SUCCESS
after realizing that I cant reference the ability "stargate=warp in carrier", I had to create an entirely new trigger for the carrier, but at least it works.
i'm attaching a working version of your map....
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making more progress. it seems the problem with the event is the ability portion. no events that run using warp in carrier work. (or at least those I tested: issued that order and unit uses that ability at any stage)
UPDATE
yeah I even tried any unit uses any ability with condition triggering ability == stargate- warp in carrier
its as if the stargate isn't using that to build carriers, like its not even registering that the ability warp in carrier is being used.
honestly, im about to write this off as a bug. it makes no sense : /
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im currently looking into this.
it seems the problem is that the event "unit uses ability (warp in carrier)" is broken
I created another trigger with that event and the action to display the text "fire". it doesn't work. the problem lies in the event.
UPDATE:
ok, I noticed that in the data editor, it shows only the WoL command card. but in the game, the 2 HotS units are on the command card as well. could that have anything to do with the problem ? i'm not sure.
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happy to help!
you could always like my posts, give me them reputation points ;)
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here is a working copy of your map. I determined the problem was that you were using the wrong type of cancel. unfortunately, pacience is not my strong suite, so I just piled on the cancels. it works exactly like it would if I used only the correct one, however, because the others have no effect. this version works, but you can narrow down the proper one using trial and error if you desire, but its really not necessary.
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but if the goal is to prevent ppl from queuing probes, limiting the queue to 1 will do the trick, will it not?
oh wait. I see what your saying now. hmm... ill have to look in to this....
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...why don't u just limit the queue to one probe at a time?
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WAIT. I think I know how. go to the cannon's weapon and look for the target requirements, then uncheck visible.
I wish I could help you more, but I don't know the data editor like I do the trigger editor. If my suggestion doesn't work, make another thread in the data editor help section. the data guys in there can help you with that no prob.
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what? like fire at targets they cant see? I don't believe so. However, you could create a map-wide revealer for the owner of the cannons, that way they wont have FoW issues. (this will give the owner vision all over the map, so keep that in mind if u decide to do that)
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actually, ill just give u an example since this is taking forever lol
I have it set to last 10 seconds from when the game starts
(ignore the "camera" trigger, it just makes your camera go to the text so you aren't looking for it)
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go to terrain editor and press the "P" key.
that should let u know what I mean