Thank you all for help, problem solved! It turns out I needed to add my unit to group of units that uses upgrade and it works now. +rep for all anyways :)
Okay so I copied all raven's requirements and stuff and it worked - upgrade is now allowed only once. But my unit still doesn't unlock it's weapon neither when it's set on nor when it's set off. By the way: when I give my upgrade different effect - like adding max health - it works... weird.
Making my first upgrade. One of my units has weapon that is normally disabled, this upgrade is suppost to enable it. So I created new upgrade and gave it effect: weapon (my weapon name) Options:disabled set off. Copied armory upgrade ability and made new icon. Everything works except: ability is being completed but not implemented, weapon is still not turned on, even worse: upgrade can be researched again, it didn't disapear!
Trying to make jet like unit. I made trigger that detects if unit is idle and orders it to move to point with degree offset. But it doesn't look good, unit stops and then starts moving which look weird, I want it to not completely stop moving even though technically unit stopped so it looks more natural.
Thanks but there is no longer need for that, I found better solution. I just wanted my artillery units no to attack one unit at once so they don't overkill, but i found out that giving it random weapon delay not only solves problem but also looks better and doesnt potentially create situations where units move straight into enemy instead of attacking because they can't attack. +rep anyways
Yes it was but for some reason it didn't work. My first effect was set and next was apply behavior wich was suppost to give target behavior. But it didn't for reasons unknown to me.
Same thing widow mine does: I want my unit to only attack if no other unit of same type attacked before.
I tried making my weapon apply behavior and then giving effect of weapon validator that checks if target has this behavior but for some reason it didn't work :/
0
I'd like someone to explain me step by step how to give unit range indicator.
0
Thank you all for help, problem solved! It turns out I needed to add my unit to group of units that uses upgrade and it works now. +rep for all anyways :)
0
Okay so I copied all raven's requirements and stuff and it worked - upgrade is now allowed only once. But my unit still doesn't unlock it's weapon neither when it's set on nor when it's set off. By the way: when I give my upgrade different effect - like adding max health - it works... weird.
0
Making my first upgrade. One of my units has weapon that is normally disabled, this upgrade is suppost to enable it. So I created new upgrade and gave it effect: weapon (my weapon name) Options:disabled set off. Copied armory upgrade ability and made new icon. Everything works except: ability is being completed but not implemented, weapon is still not turned on, even worse: upgrade can be researched again, it didn't disapear!
0
@ImperialGood: Go
My unit doesn't attack instantly, it has launch missile effect.
0
@TyaArcade: Go
That's what I was looking for, thanks! +rep
0
@ImperialGood: Go
That colides my other triggers. Can't do, jet must be normal unit with air mover.
0
@finiteturtles: Go
No i made totally mine from scratch. Can't upload, too long but i can give you the trigger:
splitting Events TriggerAddEventChatMessage(c_playerAny, "split", true) Local Variables splitUnitNumber1 = 0 <int> splitUnitGroup2 = (UnitGroupEmpty()) <unitgroup> splitUnit2 = null <unit> splitNumberOfUnitsInGroup1 = 0 <int> splitUnit1 = null <unit> splitUnitGroup1 = (UnitGroupEmpty()) <unitgroup> Conditions Actions SetVariable(splitUnitGroup1, (UnitGroupSelected((EventPlayer())))) SetVariable(splitNumberOfUnitsInGroup1, (UnitGroupCount(splitUnitGroup1, c_unitCountAlive))) IfThenElse() if Comparison(splitNumberOfUnitsInGroup1, <, 10) then SetVariable(splitUnitNumber1, 5) else IfThenElse() if And() cond Comparison(splitNumberOfUnitsInGroup1, >, 10) Comparison(splitNumberOfUnitsInGroup1, <, 25) then SetVariable(splitUnitNumber1, 10) else IfThenElse() if And() cond Comparison(splitNumberOfUnitsInGroup1, >, 25) Comparison(splitNumberOfUnitsInGroup1, <, 90) then SetVariable(splitUnitNumber1, 20) else IfThenElse() if And() cond Comparison(splitNumberOfUnitsInGroup1, >, 90) Comparison(splitNumberOfUnitsInGroup1, <, 200) then SetVariable(splitUnitNumber1, 35) else IfThenElse() if Comparison(splitNumberOfUnitsInGroup1, >, 200) then SetVariable(splitUnitNumber1, 50) else Repeat(splitUnitNumber1) actions SetVariable(splitUnitGroup1, (UnitGroupSelected((EventPlayer())))) Repeat(splitNumberOfUnitsInGroup1) actions IfThenElse() if Comparison(splitNumberOfUnitsInGroup1, >, 1) then SetVariable(splitUnit1, (UnitGroupRandomUnit(splitUnitGroup1, c_unitCountAlive))) SetVariable(splitUnitGroup2, splitUnitGroup1) UnitGroupRemove(splitUnitGroup2, splitUnit1) SetVariable(splitUnit2, (UnitGroupClosestToPoint(splitUnitGroup2, (UnitGetPosition(splitUnit1))))) IfThenElse() if Comparison((DistanceBetweenPoints((UnitGetPosition(splitUnit1)), (UnitGetPosition(splitUnit2)))), <, 2.0) then UnitIssueOrder(splitUnit1, (OrderTargetingPoint("move", 0, (PointOffsetTowardsPoint((UnitGetPosition(splitUnit1)), -2.0, (UnitGetPosition(splitUnit2)))))), c_orderQueueReplace) else UnitIssueOrder(splitUnit1, (Order("stop", 0)), c_orderQueueReplace) UnitGroupRemove(splitUnitGroup1, splitUnit1) else UnitIssueOrder(splitUnit1, (Order("stop", 0)), c_orderQueueReplace) Wait(0.1, c_timeReal) UnitIssueOrder(splitUnit1, (Order("stop", 0)), c_orderQueueReplace)
There is not too much to look at, units move chaoticly but it does the job of making space they take bigger.
0
@joey101d: Go
This makes unit slow down before stop destination.
@ImperialGood: Go
Just like carrier's interceptors? Unfortunately i can't implement it.
I made temporary solution. Unit gets 6 patrol points when it's idle, it's still not circle but at least unit is not stopping every .3 seconds.
0
Trying to make jet like unit. I made trigger that detects if unit is idle and orders it to move to point with degree offset. But it doesn't look good, unit stops and then starts moving which look weird, I want it to not completely stop moving even though technically unit stopped so it looks more natural.
0
@TyaArcade: Go
Thanks but there is no longer need for that, I found better solution. I just wanted my artillery units no to attack one unit at once so they don't overkill, but i found out that giving it random weapon delay not only solves problem but also looks better and doesnt potentially create situations where units move straight into enemy instead of attacking because they can't attack. +rep anyways
0
@TyaArcade: Go
Yes it was but for some reason it didn't work. My first effect was set and next was apply behavior wich was suppost to give target behavior. But it didn't for reasons unknown to me.
0
Same thing widow mine does: I want my unit to only attack if no other unit of same type attacked before.
I tried making my weapon apply behavior and then giving effect of weapon validator that checks if target has this behavior but for some reason it didn't work :/
0
Thanks for help, but 1.It turns out too hard for me for now 2.None of these maps these guys uploaded works propertly anyway +rep
0
Basically this. Any ideas?