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11-04-2007, 10:07 AM
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#1 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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Problems on auto unit train(train by building) and units trained auto move
im creating a tech wars.
im on problems (title).
please teach me how to:
auto train unit(train by buildings)
units train by buildings auto move.
upload pictures so that i can learn easy
thank you
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11-04-2007, 03:28 PM
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#2 (permalink)
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User
Join Date: Oct 2007
Posts: 304
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I think u should try using triggers to create the unit then order it to move towards a specific point right after. NOt sure if its even possible to make building auto train units though, but u can always make a trigger that will "order" the buildign to do that.
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11-04-2007, 03:58 PM
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#3 (permalink)
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Jesus & Troll Enthusiast
Join Date: Oct 2004
Posts: 857
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Ok.. This is really simple, I doubt that you'll need pictures...
The first thing you do is make a trigger to begin construction. You will need one for each type of building that you make.
So... Let's use barracks as an example. We first create a trigger called "TrainStart". The trigger should be:
Events: Unit: Generic unit Event: Finishes construction.
Conditions: Unit Type Comparison: Unit type of constructed structure equal to Barracks.
Actions: Unit: Issue Uprade/Train order. Order Triggering unit to create 1 footman.
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That's trigger one, to begin the training. Then we have another trigger that will make it loop.
This is trigger "TrainLoop"
Events: Unit: Generic unit Event: Finishes training a unit
Conditions: Boolean Comparison: Owner of triggering unit is in player group ( good side, bad side)
Actions: Unit: Issue Uprade/Train order. Order Triggering unit to train (unit-type of (trained unit)).
Unit: Issue Order Targeting a point: Order Trained unit to Attack-Move to center of region: ( Region of enemy base. You will need two of this trigger, one for each team.)
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Soooo... We need one Trainstart for every building we want to auto train, but
Only two TrainLoop, because it makes every building, as soon as it finishes creating a unit, to make another one and orders the created unit to attack the enemy base. This system also makes it easier to cancel in order to upgrade the building, because it only builds another unit after it completes.
Good luck in your map, I hope i helped.
Last edited by Lord_T; 11-04-2007 at 04:08 PM..
Reason: Forgot about second question
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11-04-2007, 04:45 PM
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#4 (permalink)
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Jaah ehhh wie jetzt...??
Join Date: Oct 2007
Posts: 61
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uhmm, a question on this, Lord_T;
what to do, if the locations of enemies are randomly selected (the map is always visible), that the spawned units attack the enemy base?
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back from hell now!
Last edited by nosebaer; 11-04-2007 at 04:46 PM..
Reason: :S wasn't to understand
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11-04-2007, 09:36 PM
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#5 (permalink)
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Jesus & Troll Enthusiast
Join Date: Oct 2004
Posts: 857
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Well, nosebaer, then you could set up the trigger differently, a little like this:
Order Trained unit to Attack-Move to position of unit (random unit from ( pick every unit within (playable map area matching condition (owner of triggering unit equal to (enemy player))))).
So, this way, When a unit is trained, it will attack a random enemy unit. Or you could create a target variable, which sets to a random unit from the enemy and changes every 2 minutes or so, so your units don't all go running after different enemies.
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11-05-2007, 01:43 AM
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#6 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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thanks for the teaching
i'll try
if my map success
please support my map
and give comments
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11-05-2007, 02:32 AM
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#7 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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Conditions: Boolean Comparison: Owner of triggering unit is in player group ( good side, bad side
don't have such condition
can you upload photo for me ?
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11-05-2007, 03:31 AM
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#8 (permalink)
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Starcraft2 Fan
Join Date: Aug 2006
Posts: 960
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Its the default condition
Just click New--> Condition, and don't touch anything
You'll see it says 'Boolean Comparison'
Then there is a function you can choose called 'unit belongs to ally/enemy of player'
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11-05-2007, 01:00 PM
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#9 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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and i got another bug
when i use the Lord_T's trigger
it success,but the buildings cannot upgrade
why?
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11-05-2007, 01:20 PM
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#10 (permalink)
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TheHelper.net GUI User
Join Date: Jun 2006
Posts: 122
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Due to the fact that it automatically creates units with training, cancelling the upgrading..
The best I can say is cancel the trigger of training when the building starts to upgrade..
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11-05-2007, 01:34 PM
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#11 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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if like that means
units must click ourself
they can move automatically
this morning i test with my friend
when i spawn a unit
it attacks my towers
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11-05-2007, 01:38 PM
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#12 (permalink)
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TheHelper.net GUI User
Join Date: Jun 2006
Posts: 122
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Are you sure the owner of the tower is yours?
And also, I am not a expert on this due to that I already forgot advanced spawning "techniques"..
Sorry if I am not able to help more..
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11-05-2007, 04:31 PM
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#13 (permalink)
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User
Join Date: Oct 2007
Posts: 304
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well maybe u dont even need to make the building train the unit, use the Unit-Create action then u can always upgrade whenever.
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11-06-2007, 11:52 PM
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#14 (permalink)
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Jesus & Troll Enthusiast
Join Date: Oct 2004
Posts: 857
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To upgrade the building, just cancel the unit being trained. If the unit doesnt finish training, it won't auto-build a second unit.
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11-07-2007, 03:32 AM
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#15 (permalink)
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User
Join Date: Nov 2007
Posts: 14
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i cancel already
but also cannot upgrade
never mind
i use another way
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