I want to make a region where if a unit leaves it, it respawn in the same region.
I have 8 regions set up and 8 points in the center of each region.
I made a variable "builders area" and added the 8 regions to it and made another variable "builder spawn points" and added the points to it in map init:
BuilderSpawn Points
Variable - Set Builder Spawn Point[1] = BSpawn 1 LT
Variable - Set Builder Spawn Point[2] = BSpawn 2 LT
Variable - Set Builder Spawn Point[3] = BSpawn 3 LT
Variable - Set Builder Spawn Point[4] = BSpawn 4 LT
Variable - Set Builder Spawn Point[5] = BSpawn 1 RT
Variable - Set Builder Spawn Point[6] = BSpawn 2 RT
Variable - Set Builder Spawn Point[7] = BSPawn 3 RT
Variable - Set Builder Spawn Point[8] = BSpawn 4 RT
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at Builder Spawn Point[(Triggering player)] using default facing (No Options)
It seems obvious to me but not for the game for some reason.
The only thing tho is when I add those digits (15/15/1) to the Info Charge the #15 will show up on the probe build icon and will count how many probes I built, now when i destroy 1 it wont show that I can build 1 more (only the number won't show, the icon goes colored from grayed ).
so it counts down the queued ones but wont count up if 1 killed.
I want make this so a player can only warp-in/train/spawn 15 workers throughout the game.
I was fooling around with protoss and
I was able to limit the number of workers by going to: warp in probe ability > Info charge count max > I set this to 15 (max worker)
> Info charge start > i set this to the same as max (how many times i can use the ability)
> Info charge use > set it to 1 so it will count -1 from usage
All works neatly with 1 little bump!
If a worker dies the " Info charge use " wont count it as +1 to info charge use meaning I can only build 15 workers and if they all die I wont be able to replace them.
i want to make the 1 where the multiplication stays the same, but the health changes kinda like a chain reaction.
So if i set the 1st waves health to 100 and multiply that with 1.2 for wave 2 -wich = 120- will it remember wave 2's health and multiply that amount with 1.2 for wave 3 -wich is 144 (120*1.2) , than will it remember wave 3's health and multiply that with 1.2 for wave 4 - that would come to 173- and so on or i have to add that to"health max" like so?:
health max [1]=100, health max[2]=120, health max[3]=144, health max[4]=173 and so on?
Thx a lot! Althogh I didn't try it out yet it makes a lot of sence !
Other issue i have is that i dont want to set the life for each wave unit in the data, I rather make a multiplyer in trigger somehow..
Someting like this :
I set wave 1 units life to lets say 100 ( through unit properties trigger I assume) so the first wave unit would have 100 life, than i'd like to multiply this with 1.2 for the next wave and
I want to muliply wave 2's wich would be (100x1.2=)120 with 1.2 wich than be (120x1.2=)144 for wave 3 and so on ..
I want to do it this way so I can make different difficulty lvls a lot easier since all i would need to change is the 1st wave's life to lets say 80 for easy mode ( wave 2 would have 96 life ) and 120 for hard mode ( wave 2 would have 144 life ) and 100 would correspond to normal mode ( wave 2 would have 120 life ).
OK i was able to apply the model to Swarm guardian without a problem !
The problem now is that it doesn't do any movement animation. When i move it around its kinda swimmming tho it looks wierd, not smooth, only breaks at parts of the body mimicing a swimming motion, but if its a straight path it just "slides" to the target point.
Zukar is an unused model can be found in data editor: Assets\Units\Critters\ZukarGiantEel\ZukarGiantEel.m3
Fatty is another unused model: Assets\Units\Zerg\Fatty\Fatty.m3
Fatty will "stick" to the unit if I change the model as u can see in these pictures ( I renamed it to Devourer) and when i do the same with the Zukar it won't stick.
I saw in other maps they got Zukar as a unit (and Fatty), I was able to add fatty by simply changing the model to fatty's (I used Infestor as base unit)
but the same wont work with Zukar...
When i change the model the unit disappears (like it has no model) !
I tryed this with numerous units all with the same results..
Anyone knowes how to apply Zukar's model to a unit?
I tried it out and it does what it supposed to, but this wasn't what i had in mind, but it helped me to achive what I originaly wanted to do:
to be able to zoom out far wich i did simply by cahnging the camera zoom distance in data editor.
Sorry for wasting your time by not explaining it properly!
and the thing is i'd like to set the height to lets say 10(map height units) but like to make this for all players (8 total) in 1 script and I'd like to make the zooming out to got about 15 (map Hieght)
On Zandoze's tip this is what I made:
Camera - Apply camera object Height Offset 15.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10.0% deceleration
Could not find " Heght of UnittoFollow" and again i need this to go off for all 8 players without 8 separate triggers..
I appologize for my ignorance on this but fairly new to triggers (specially camera stuff)
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I want to make a region where if a unit leaves it, it respawn in the same region.
I have 8 regions set up and 8 points in the center of each region. I made a variable "builders area" and added the 8 regions to it and made another variable "builder spawn points" and added the points to it in map init:
BuilderSpawn Points
Variable - Set Builder Spawn Point[1] = BSpawn 1 LT
Variable - Set Builder Spawn Point[2] = BSpawn 2 LT
Variable - Set Builder Spawn Point[3] = BSpawn 3 LT
Variable - Set Builder Spawn Point[4] = BSpawn 4 LT
Variable - Set Builder Spawn Point[5] = BSpawn 1 RT
Variable - Set Builder Spawn Point[6] = BSpawn 2 RT
Variable - Set Builder Spawn Point[7] = BSPawn 3 RT
Variable - Set Builder Spawn Point[8] = BSpawn 4 RT
Build Regions
Variable - Set Build Region[1] = Build area 1 LT
Variable - Set Build Region[2] = Build area 2 LT
Variable - Set Build Region[3] = Build area 3 LT
Variable - Set Build Region[4] = Build area 4 LT
Variable - Set Build Region[5] = Build area 1 RT
Variable - Set Build Region[6] = Build area 2 RT
Variable - Set Build Region[7] = Build area 3 RT
Variable - Set Build Region[8] = Build area 4 RT
I set up this trigger:
Events
Unit - Any Unit Leaves (Triggering region)
Local Variables
Conditions
(Triggering region) == Build Region[(Triggering player)]
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 (Unit type of (Triggering unit)) for player (Owner of (Triggering unit)) at Builder Spawn Point[(Triggering player)] using default facing (No Options)
It seems obvious to me but not for the game for some reason.
Can any1 tell me what did i do wrong here?
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@Ahli634: Go
Thx a lot bud!
I added it and works great !
The only thing tho is when I add those digits (15/15/1) to the Info Charge the #15 will show up on the probe build icon and will count how many probes I built, now when i destroy 1 it wont show that I can build 1 more (only the number won't show, the icon goes colored from grayed ).
so it counts down the queued ones but wont count up if 1 killed.
Can u help me out ?
0
Hello all!
I want make this so a player can only warp-in/train/spawn 15 workers throughout the game.
I was fooling around with protoss and I was able to limit the number of workers by going to: warp in probe ability > Info charge count max > I set this to 15 (max worker) > Info charge start > i set this to the same as max (how many times i can use the ability) > Info charge use > set it to 1 so it will count -1 from usage
All works neatly with 1 little bump!
If a worker dies the " Info charge use " wont count it as +1 to info charge use meaning I can only build 15 workers and if they all die I wont be able to replace them.
How do I fix this?
Hope I made sence... :)
0
@Yaksmanofage: Go
Thx a lot for the tip !
i want to make the 1 where the multiplication stays the same, but the health changes kinda like a chain reaction.
So if i set the 1st waves health to 100 and multiply that with 1.2 for wave 2 -wich = 120- will it remember wave 2's health and multiply that amount with 1.2 for wave 3 -wich is 144 (120*1.2) , than will it remember wave 3's health and multiply that with 1.2 for wave 4 - that would come to 173- and so on or i have to add that to"health max" like so?:
health max [1]=100, health max[2]=120, health max[3]=144, health max[4]=173 and so on?
0
@Yaksmanofage: Go
Thx a lot! Althogh I didn't try it out yet it makes a lot of sence !
Other issue i have is that i dont want to set the life for each wave unit in the data, I rather make a multiplyer in trigger somehow.. Someting like this :
I set wave 1 units life to lets say 100 ( through unit properties trigger I assume) so the first wave unit would have 100 life, than i'd like to multiply this with 1.2 for the next wave and I want to muliply wave 2's wich would be (100x1.2=)120 with 1.2 wich than be (120x1.2=)144 for wave 3 and so on ..
I want to do it this way so I can make different difficulty lvls a lot easier since all i would need to change is the 1st wave's life to lets say 80 for easy mode ( wave 2 would have 96 life ) and 120 for hard mode ( wave 2 would have 144 life ) and 100 would correspond to normal mode ( wave 2 would have 120 life ).
Is this achievable?
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@DrSuperEvil: Go
Thx for the tip!
in squadron TD works nicelly it swimms and all ... maybe a ditch this 1 idk lol!
0
Hi,
This is a td game I'm making and want to spawn all the previous wave units ( 1 each) on my last wave.
I need help on this, if someone knows plz reply !
Thx very much!
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@SGTMeowmers9: Go
Well i was lookin at it in cutsceen and it moves very life-like. I just dont have an idea how to apply it to the actor or model ...
Do you have any idea?
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@ElBushido: Go
OK i was able to apply the model to Swarm guardian without a problem !
The problem now is that it doesn't do any movement animation. When i move it around its kinda swimmming tho it looks wierd, not smooth, only breaks at parts of the body mimicing a swimming motion, but if its a straight path it just "slides" to the target point.
Any suggrstion?
Thx!
0
@DrSuperEvil: Go
Zukar is an unused model can be found in data editor: Assets\Units\Critters\ZukarGiantEel\ZukarGiantEel.m3 Fatty is another unused model: Assets\Units\Zerg\Fatty\Fatty.m3
Fatty will "stick" to the unit if I change the model as u can see in these pictures ( I renamed it to Devourer) and when i do the same with the Zukar it won't stick.
0
I saw in other maps they got Zukar as a unit (and Fatty), I was able to add fatty by simply changing the model to fatty's (I used Infestor as base unit)
but the same wont work with Zukar...
When i change the model the unit disappears (like it has no model) !
I tryed this with numerous units all with the same results..
Anyone knowes how to apply Zukar's model to a unit?
Thx!!
0
@zandose: Go
Thanks very much for your effort!!
I tried it out and it does what it supposed to, but this wasn't what i had in mind, but it helped me to achive what I originaly wanted to do: to be able to zoom out far wich i did simply by cahnging the camera zoom distance in data editor.
Sorry for wasting your time by not explaining it properly!
Many thanks for your help !!!!
0
@zandose: Go
Thx a lot!
The only problem I have is that I cant add the "+1.0" part if I give a math to it itll take away the "height of " part..
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@zandose: Go
Hi guys !
First of all thx for the replys!
Now I tried DeadZergling's approach, I probably made some mistakes as it doesnt work, it looks like this:
CameraSetValue(lp_player1), c_camera300Distance, IntToFixed(lv_100), 0.0, -1, 10);
and the thing is i'd like to set the height to lets say 10(map height units) but like to make this for all players (8 total) in 1 script and I'd like to make the zooming out to got about 15 (map Hieght)
On Zandoze's tip this is what I made:
Camera - Apply camera object Height Offset 15.0 for player 1 over 0.0 seconds with Existing Velocity% initial velocity and 10.0% deceleration
Could not find " Heght of UnittoFollow" and again i need this to go off for all 8 players without 8 separate triggers..
I appologize for my ignorance on this but fairly new to triggers (specially camera stuff)
Thx guys!
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Hello I'm woundering how to change the default cameras height ?
Tried to change it in the triggers :
Camera - Set (Default game camera) Field Of View to 300.0
and tried :
Camera - Set (Default game camera) Distance to 300.0
None of this worked!
Help!! :(