I resently made some pylons that have different power source radiuses but the power field is 7.5 radius and the power source is only 2/5/8 on my pylons. This would work for the last one but for the other two i would need to change the radius of the field to match the source radius. I'm looking and playing around with the "Splat" actor/model but no success yet.
It was the power link in the behavior of the units "power user" (this is the ability the units that needs power to function use) ability where i needed to change the power link to the one I copied !!
I dont have issue with the model, my problem is that the pylon has no power it doesnt aact like a power source.
Forgive me if i wasnt clear in the 1st post. So when I duplicate the pylon with the actors and behavior it becomes powerless, this is what I'm trying to understand why.
I saw an invisible pylon and added on the map and it seems that it infect is the power source so I'm thinking when a player builds a pylon it somehow gets attached to the unit (pylon) but can't find the connection between the pylon (unit) and and the pylon (invisible [power source] )
I want to make a pylon but dont want to change the original unit becuase i want this pylon's power source range to be smaller and add an upgrade to it which would make the radius larger ( stage 1 pylon power range 3, stage 2 power range 6 and stage 3 range 8 ) so i would actually need 3 pylons with these ranges and the model would change each stage. The problem i having is when i duplicate the pylon, the copy doesnt give power the power circle is there but no power cant build around it like a regular pylon.
What do i need to do to make these pylons have power? I duplicated all the actors and behavior and the model.
I had to rewrite my whole choose race stuff and do this:
Make 3 (or as many race/builder you have) triggers initialy off, enabled and 2 variables (team 1 and 2, this is a player group variable)
trigger "buid 1":
General - If (Conditions) then do (Actions) else do (Actions)
If
(Start Position value for player (Triggering player)) == 1-Top Right
Then
Variable - Set Start Locations[2] = SL 2 LT
Variable - Set Builder Spawn Point[2] = BSpawn 2 LT
Unit - Create 1 town center 1 for player (Triggering player) at Start Locations[2] using default facing (No Options)
Unit Selection - Add (Last created unit) to control group 3 for player (Triggering player)
Camera - Pan the camera for player (Triggering player) to (Position of (Last created unit)) over 0.5 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
Unit - Create 1 builder 1 for player (Triggering player) at Builder Spawn Point[2] using default facing (No Options)
Unit Selection - Add (Last created unit) to control group 1 for player (Triggering player)
Player Group - Add player (Triggering player) to Team Left
Dialog - Hide Dialog Builders for (Player group((Triggering player))
Else:
copy pasted the above action and changed the "Start Position value for player (Triggering player)) == 1-Top Right" to "Start Position value for player (Triggering player)) == 1-Top Left" then all the other velues and I copy pasted this action into the current action's "Else" section and changed the position to the next and so on
I did this for each position ( so 8 times and changed the location # to the corresponding point on the map so if Start Position value for player (Triggering player)) == would be 1-Top Left than Builder Spawn Point would be [1] and Start Locations would be also [1] same in the set variables == would be SL (as in start location) 1 LT(as in left team))
Note that if the position is 2-Top Right than the player must be added to team right because that position is on the other side of the map.
Than when all the position were done in this trigger I made the same for 2 more triggers but change the builder 1 to builder 2 and town center 1 to town center 2 and in the 3rd trigger changed builder/town center 2 to builder/town center 3(because builder/town center 1 is zerg but builder/town center 2 is protoss and builder/town center 3 is terran)
than made another trigger ( this 1 is initialy on and enabled) which calls on the trigger (from the above 3) that correspondes to the right dialog button:
Choose race trigger:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 1
Then
Trigger - Run build 1 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 2
Then
Trigger - Run build 2 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 3
Then
Trigger - Run build 3 (Check Conditions, Wait until it finishes)
And got to the sad conclusion while I was doing this that there is no answer to my 3rd question since triggers only control the map but cant control the Lobby
so the game has to start before any trigger kicks in ...
I'm workin on a TD map and I want to set 3 dificulty lvls easy/normal/hard.
I would need a buff on the spawned mob that would extract 20% of life if its easy mode and another that adds 20% of life if its on hard (normal mode would have the defaault life,)
It doesnt have to be a buff, if its easier to do this with triggers that works too. I just need the life amount changed by 20%.
1,: I would need a drop-down button before entering wich would choose the difficulty.(Is there a way to connect this to triggers wich would remove 20% of life of the mobs on easy, but add 20% of life on hard?)
I made the drop-down bottons :
map tab -> Game variants -> added easy/normal/hard modes ->game type:Tower D ->Atributes: Game speed(made each variants with a different speed); Lobby delay: 5 / hidden; locked alliances: yes / hidden
I need to connect each of the variants to a trigger that will give a buff to the mobs ( this is only my theory) which will add/take away 20% of life depending on difficulty.
2,: In the lobby i would need to remove the race selection (this is available in the map via diaolges) and any other modes on the upper right corner (like speed selection, team modes and such, these i want to integrate into the map via voting) and like to add a placement selection (replacing the race select) such as Top Left" or "Bottom Right"
I made the buttons for this:
map tab ->game attributes ->add attributes ( named it to "start position") ->General tab: type: player ->usage: availability:1st come 1st serve; visibility: all players; access: self only ->values: I added all the poitions( top right, top left etc) ->default: assigned players to values( player 1-top right, player 2-top left etc)
The rest i removed (xcept color) by:
map tab ->game variants ->player attributes ->check all the attributes (top right corner) I didn't need (difficulty, hangycap, race)
Now I need to connect these to triggers.
3,:
Is there a way to swap host if he/she AFk for lets say 3 minutes?
Not sure if this is the right place to bring this to, but i need to modify when a player enters the map's lobby.
I would need a drop-down button before entering wich would choose the difficulty.(Is there a way to connect this to triggers wich would remove 20% of life of the mobs on easy, but add 20% of life on hard?)
In the lobby i would need to remove the race selection (this is available in the map via diaolges) and any other modes on the upper right corner (like speed selection, team modes and such, these i want to integrate into the map via voting) , and like to add a placement selection (replaceing race select) like top left or bottom right.
Is there a way to swap host if he/she AFk for lets say 3 minutes?
In my td map I have the 3 races, but the UI skin is randomly selected and it looks wierd when a player is terran and the UI is zerg or protoss, or player is zerg but UI is protoss and so on.
How do i make the UI to be the same as the race selected?
Race selection is done via dialog buttons( this might be obvious but want to give the precise details...)
Well since this is a TD map I removed the supplies on all units .
But now I added (+) 15 to the town centers and -1 for probe/drone/SCV.
This way the supply count will show how many worker a player has, elliminating the need of the counter on the icon it self (and the requirement for that matter
but I still would like to see how its done outta curiosity :) )
But if I use Only the requirement the number wont show up on the icon.
If i add the charges than the counter is on the icon but if max charge is 15 and a have 15 workers than I kill 1, I cant make more regardless of requirement.
What I need is to somehow add 1 (for each killed worker) to max charge or a counter on the icon.
0
HI!
I resently made some pylons that have different power source radiuses but the power field is 7.5 radius and the power source is only 2/5/8 on my pylons. This would work for the last one but for the other two i would need to change the radius of the field to match the source radius. I'm looking and playing around with the "Splat" actor/model but no success yet.
Any suggestions?
0
@ElBushido: Go
AHA!
It was the power link in the behavior of the units "power user" (this is the ability the units that needs power to function use) ability where i needed to change the power link to the one I copied !!
0
@Taintedwisp: Go
I dont have issue with the model, my problem is that the pylon has no power it doesnt aact like a power source. Forgive me if i wasnt clear in the 1st post. So when I duplicate the pylon with the actors and behavior it becomes powerless, this is what I'm trying to understand why.
I saw an invisible pylon and added on the map and it seems that it infect is the power source so I'm thinking when a player builds a pylon it somehow gets attached to the unit (pylon) but can't find the connection between the pylon (unit) and and the pylon (invisible [power source] )
0
HI!
I want to make a pylon but dont want to change the original unit becuase i want this pylon's power source range to be smaller and add an upgrade to it which would make the radius larger ( stage 1 pylon power range 3, stage 2 power range 6 and stage 3 range 8 ) so i would actually need 3 pylons with these ranges and the model would change each stage. The problem i having is when i duplicate the pylon, the copy doesnt give power the power circle is there but no power cant build around it like a regular pylon.
What do i need to do to make these pylons have power? I duplicated all the actors and behavior and the model.
Someone enlighten me plz THX!
0
@ElBushido: Go
OK so I creacked Question #2:
I had to rewrite my whole choose race stuff and do this:
Make 3 (or as many race/builder you have) triggers initialy off, enabled and 2 variables (team 1 and 2, this is a player group variable)
trigger "buid 1":
General - If (Conditions) then do (Actions) else do (Actions)
If
(Start Position value for player (Triggering player)) == 1-Top Right
Then
Variable - Set Start Locations[2] = SL 2 LT
Variable - Set Builder Spawn Point[2] = BSpawn 2 LT
Unit - Create 1 town center 1 for player (Triggering player) at Start Locations[2] using default facing (No Options)
Unit Selection - Add (Last created unit) to control group 3 for player (Triggering player)
Camera - Pan the camera for player (Triggering player) to (Position of (Last created unit)) over 0.5 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
Unit - Create 1 builder 1 for player (Triggering player) at Builder Spawn Point[2] using default facing (No Options)
Unit Selection - Add (Last created unit) to control group 1 for player (Triggering player)
Player Group - Add player (Triggering player) to Team Left
Dialog - Hide Dialog Builders for (Player group((Triggering player))
Else: copy pasted the above action and changed the "Start Position value for player (Triggering player)) == 1-Top Right" to "Start Position value for player (Triggering player)) == 1-Top Left" then all the other velues and I copy pasted this action into the current action's "Else" section and changed the position to the next and so on
I did this for each position ( so 8 times and changed the location # to the corresponding point on the map so if Start Position value for player (Triggering player)) == would be 1-Top Left than Builder Spawn Point would be [1] and Start Locations would be also [1] same in the set variables == would be SL (as in start location) 1 LT(as in left team))
Note that if the position is 2-Top Right than the player must be added to team right because that position is on the other side of the map.
Than when all the position were done in this trigger I made the same for 2 more triggers but change the builder 1 to builder 2 and town center 1 to town center 2 and in the 3rd trigger changed builder/town center 2 to builder/town center 3(because builder/town center 1 is zerg but builder/town center 2 is protoss and builder/town center 3 is terran)
than made another trigger ( this 1 is initialy on and enabled) which calls on the trigger (from the above 3) that correspondes to the right dialog button:
Choose race trigger:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 1
Then
Trigger - Run build 1 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 2
Then
Trigger - Run build 2 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Used dialog item) == Dialog Button race 3
Then
Trigger - Run build 3 (Check Conditions, Wait until it finishes)
And got to the sad conclusion while I was doing this that there is no answer to my 3rd question since triggers only control the map but cant control the Lobby so the game has to start before any trigger kicks in ...
0
@ElBushido: Go
alright so I was playing around with it and I got it to work now (Question #1) :
the trigger:
Game Modes
Events Unit - Any Unit Leaves game mode region
Local Variables
Conditions (Owner of (Triggering unit)) == 15
Actions General - If (Conditions) then do (Actions) else do (Actions)
If (Game Difficulty Modes game value) == Easy Mode
Then Unit - Set (Triggering unit) Maximum Life to (((Triggering unit) Life (Current)) * 0.8)
Else General - If (Conditions) then do (Actions) else do (Actions)
If (Game Difficulty Modes game value) == Hard Mode
Then Unit - Set (Triggering unit) Maximum Life to (((Triggering unit) Life (Current)) * 1.2)
Else
Than I added an action to my spawn trigger:
Trigger - Run Game Modes (Check Conditions, Don't Wait until it finishes)
0
@DogmaiSEA: Go
ok so this is as far as i got:
Game Modes
Events
Local Variables
Conditions
(Owner of (Last created unit)) == 15
Actions
General - Switch (Actions) depending on (Game Difficulty Modes game value)
Cases
General - If (Hard Mode)
Actions
Unit - Set (Last created unit) Life (Percent) to 120.0
But it doesnt work.. Any suggestions?
0
HI all!
I'm workin on a TD map and I want to set 3 dificulty lvls easy/normal/hard. I would need a buff on the spawned mob that would extract 20% of life if its easy mode and another that adds 20% of life if its on hard (normal mode would have the defaault life,)
It doesnt have to be a buff, if its easier to do this with triggers that works too. I just need the life amount changed by 20%.
0
@DogmaiSEA: Go "Therefore, create new condition, click on game and the first two things that come up are what you want"
Thx, but is it in triggers or ..?
Can you be more spesific like:
event: .... condicion: .... action: ....
I cant find where is this condicion. If i make a new trigger I cant choose "Game" in the condicion part. I'm a bit confused ..
0
1,: I would need a drop-down button before entering wich would choose the difficulty.(Is there a way to connect this to triggers wich would remove 20% of life of the mobs on easy, but add 20% of life on hard?)
I made the drop-down bottons :
map tab -> Game variants -> added easy/normal/hard modes ->game type:Tower D ->Atributes: Game speed(made each variants with a different speed); Lobby delay: 5 / hidden; locked alliances: yes / hidden
I need to connect each of the variants to a trigger that will give a buff to the mobs ( this is only my theory) which will add/take away 20% of life depending on difficulty.
2,: In the lobby i would need to remove the race selection (this is available in the map via diaolges) and any other modes on the upper right corner (like speed selection, team modes and such, these i want to integrate into the map via voting) and like to add a placement selection (replacing the race select) such as Top Left" or "Bottom Right"
I made the buttons for this:
map tab ->game attributes ->add attributes ( named it to "start position") ->General tab: type: player ->usage: availability:1st come 1st serve; visibility: all players; access: self only ->values: I added all the poitions( top right, top left etc) ->default: assigned players to values( player 1-top right, player 2-top left etc) The rest i removed (xcept color) by:
map tab ->game variants ->player attributes ->check all the attributes (top right corner) I didn't need (difficulty, hangycap, race)
Now I need to connect these to triggers.
3,: Is there a way to swap host if he/she AFk for lets say 3 minutes?
Many say its not possible but I'll ask amyways :)
Someone pls help !!
Thx a lot !
0
Not sure if this is the right place to bring this to, but i need to modify when a player enters the map's lobby.
I would need a drop-down button before entering wich would choose the difficulty.(Is there a way to connect this to triggers wich would remove 20% of life of the mobs on easy, but add 20% of life on hard?) In the lobby i would need to remove the race selection (this is available in the map via diaolges) and any other modes on the upper right corner (like speed selection, team modes and such, these i want to integrate into the map via voting) , and like to add a placement selection (replaceing race select) like top left or bottom right.
Is there a way to swap host if he/she AFk for lets say 3 minutes?
0
Yes since its a tower deffense map units are totally different.
0
HI!
In my td map I have the 3 races, but the UI skin is randomly selected and it looks wierd when a player is terran and the UI is zerg or protoss, or player is zerg but UI is protoss and so on.
How do i make the UI to be the same as the race selected?
Race selection is done via dialog buttons( this might be obvious but want to give the precise details...)
0
@DrSuperEvil: Go
Well since this is a TD map I removed the supplies on all units . But now I added (+) 15 to the town centers and -1 for probe/drone/SCV. This way the supply count will show how many worker a player has, elliminating the need of the counter on the icon it self (and the requirement for that matter but I still would like to see how its done outta curiosity :) )
Thx for your time and effort !!
0
@TheAlmaity: Go
But if I use Only the requirement the number wont show up on the icon. If i add the charges than the counter is on the icon but if max charge is 15 and a have 15 workers than I kill 1, I cant make more regardless of requirement. What I need is to somehow add 1 (for each killed worker) to max charge or a counter on the icon.