First of all, there is a dialog button that when pressed, it summon 8 units. Second, what I want is that those 8 units belong to a unit group, and those units are always moving together. So, when I select any unit of this group, the 7 other follow them.
I have a big problem that I've tried to solve for the whole day but I can't find the solution.
There is a unit in the data editor named: Jim Raynor (Sniper). This unit has the ability Penetrator Round, which fire a beam at target point that damage every enemy in the line.
I liked the design of the ability, so I decided to give this ability to another unit. For now, I only changed the model and the actor to fit the animation I wanted to see for the beam.
On this unit, the ability work. However, when I cast it, it do not shoot the beam at the specified target point like it always do for the Jim Raynor unit. Sometime, it shoot randomly at another distance, and I can't find the reason why it is doing this.
Can somebody help me find out what is causing this kind of behavior ? I changed nothing to the ability except the model and giving the specific animation to the other unit so the beam can be seen.
I have a unit (bunker) that have a behavior which apply a periodic effect that spawn unit. Every time a unit spawn, the bunker lose 1 energy, up to a maximum of 6 energy (The bunker have 6 maximum energy). When the bunker has no energy left, the behavior can't work (so the maximum count of the unit spawned is 6).
However, I am having some problem doing this thing: When one of the spawned unit die, I want to give back 1 energy to the bunker so he can be able to spawn unit again via the behavior. I've tried some trigger editing for this and it do not work.
Does someone have any idea how I could do this effect?
I want to know if there is a way to let your unit be able to move while he is casting an ability?
For example, I command an infestor. I right click on where I want to move the infestor but I can still cast his fungal growth ability and his movement will not stop (it will simply cast the fungal Growth at the target point while the infestor move).
Hey! Thanks for the reply, I did it and it worked.
But now I have a new problem that I will explain.
There are some building in the map that a player unit can "cap" . "Capping" require the unit to stay near the building (attached to a region) for 10 sec. After 10 sec, the building will become to the player.
I've made a trigger to do this function and it work in some way. When one of my unit enter the region of the building, i now own him.
But, my problem is that even if I specified a timer for the capping duration, it do not work. And I also want to do that if there is already some units on the region, the "capping" phase can't begin until no unit are attached to the region.
Do you understand my problem? And can someone help me find out a way to resolve this problem?
I think the basic of the trigger would be something like:
Event - Any unit enter region 01 (there is a supply depot on the region that is controlled by a neutral player)
Action - Change ownership of supply depot to player 1
I think that I need to put a "If then Else" condition that specify two things: If 10 sec elapsed, give supply depot to the triggering player. Also, I need to put that If there is some hostile units on the region, the trigger can't activate or is in a pause state.
I need to make an income system via trigger editor (Not the data editor).
I want to do a trigger that activate every 30 sec game time.
It will look for each player how many building they have and give + 10 mineral for every building they have.
For example, timer expire. Player one have 4 supply depot, he then get + 40 mineral. Etc.
I've tried several way to do this, and checked on the forums for similar post, but I am not able to make my trigger work.
I would like to have some help from someone that is good with trigger, but in a form of tutorial or at least an image of how the trigger would look like.
Thank you for the answer. Doing what I want via Trigger is working! But I want to know how you can specify the trigger for all the unit instead of with unit value ?
For example, I can do the trigger you've said if I've already put let's say a marine on the map, but I want the trigger to happen on every marine ?
0
Hi guys!
I wonder if there is a way to do this:
First of all, there is a dialog button that when pressed, it summon 8 units.
Second, what I want is that those 8 units belong to a unit group, and those units are always moving together. So, when I select any unit of this group, the 7 other follow them.
Is there a way to do this?
0
Ok I found it.
Now you want me to remove the global:: reference and replace it by a Quad actor right ?
0
Hi there,
I can't find where the global reference is placed ? Also, do the Quad actor need to be a new one I've created for the new unit?
I would need some little help where to find those thing.
Thank you!
0
Hi there,
I have a big problem that I've tried to solve for the whole day but I can't find the solution.
There is a unit in the data editor named: Jim Raynor (Sniper). This unit has the ability Penetrator Round, which fire a beam at target point that damage every enemy in the line.
I liked the design of the ability, so I decided to give this ability to another unit. For now, I only changed the model and the actor to fit the animation I wanted to see for the beam.
On this unit, the ability work. However, when I cast it, it do not shoot the beam at the specified target point like it always do for the Jim Raynor unit. Sometime, it shoot randomly at another distance, and I can't find the reason why it is doing this.
Can somebody help me find out what is causing this kind of behavior ? I changed nothing to the ability except the model and giving the specific animation to the other unit so the beam can be seen.
Thanks !
0
yeah !
0
Hi there!
Thank you for the quick answer.
It worked !
0
Hi there.
I have a unit (bunker) that have a behavior which apply a periodic effect that spawn unit.
Every time a unit spawn, the bunker lose 1 energy, up to a maximum of 6 energy (The bunker have 6 maximum energy).
When the bunker has no energy left, the behavior can't work (so the maximum count of the unit spawned is 6).
However, I am having some problem doing this thing:
When one of the spawned unit die, I want to give back 1 energy to the bunker so he can be able to spawn unit again via the behavior.
I've tried some trigger editing for this and it do not work.
Does someone have any idea how I could do this effect?
0
Hi there,
I want to know if there is a way to let your unit be able to move while he is casting an ability?
For example, I command an infestor. I right click on where I want to move the infestor but I can still cast his fungal growth ability and his movement will not stop (it will simply cast the fungal Growth at the target point while the infestor move).
Thanks !
0
Wow, Thank you for the answer man !
I will try that soon and give a feedback :)
0
Simple question here: Where can you show the ability range radius when a unit use his ability ?
For example, when a ghost use EMP, you see the radius around the caster that show you the maximum range you can shoot.
But, for my custom ability it do not show automatically. Is there a flag or something I need to check to show the range ?
Thanks.
0
Hey guys! Thanks for the reply.
I think I understand what Evil is saying, but I really don't know how to do that.
Maybe more explanation would help me out on the thing I am trying to do.
0
I have a unit that has an ability to spawn creep tumors we he want on the map.
The ability has 3 charges, and they have 5 sec reload cooldown.
However, I want to make it that if there is already 3 creep tumors spawned, and the unit spawn a 4th creep tumors, it then delete one of the three
tumors on the field (the first casted would be nice) to add this new one.
Can anybody help me with how I could do that in the data editor?
Thanks!
0
Hey! Thanks for the reply, I did it and it worked.
But now I have a new problem that I will explain.
There are some building in the map that a player unit can "cap" . "Capping" require the unit to stay near the building (attached to a region) for 10 sec. After 10 sec, the building will become to the player.
I've made a trigger to do this function and it work in some way. When one of my unit enter the region of the building, i now own him.
But, my problem is that even if I specified a timer for the capping duration, it do not work. And I also want to do that if there is already some units on the region, the "capping" phase can't begin until no unit are attached to the region.
Do you understand my problem? And can someone help me find out a way to resolve this problem?
I think the basic of the trigger would be something like:
Event - Any unit enter region 01 (there is a supply depot on the region that is controlled by a neutral player)
Action - Change ownership of supply depot to player 1
I think that I need to put a "If then Else" condition that specify two things: If 10 sec elapsed, give supply depot to the triggering player. Also, I need to put that If there is some hostile units on the region, the trigger can't activate or is in a pause state.
Anyways, I need help !
0
Hey,
I need to make an income system via trigger editor (Not the data editor).
I want to do a trigger that activate every 30 sec game time.
It will look for each player how many building they have and give + 10 mineral for every building they have.
For example, timer expire. Player one have 4 supply depot, he then get + 40 mineral. Etc.
I've tried several way to do this, and checked on the forums for similar post, but I am not able to make my trigger work.
I would like to have some help from someone that is good with trigger, but in a form of tutorial or at least an image of how the trigger would look like.
Thank you very much!
0
Thank you for the answer. Doing what I want via Trigger is working! But I want to know how you can specify the trigger for all the unit instead of with unit value ?
For example, I can do the trigger you've said if I've already put let's say a marine on the map, but I want the trigger to happen on every marine ?
Thank you!