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  1. Synoscope

    Player's units automatically do stuff and the player can't interact with them.

    I need this in general. I have units fighting automatically using the NPC faction and I'd like the players to see the ability names (on the little 3x4 bottom right box) but they can't unless the unit is their own. Simply put, is there a way to make a player's units 'un-interactable' by the...
  2. Synoscope

    Player's units automatically do stuff and the player can't interact with them.

    Anyway to do this? I need this for various things. Example: Workers for player 1 to always automatically gather gold and the player can't stop them or give them new orders, however they are given orders through triggers I set up to fire at certain times. (1 minute in order the workers to...
  3. Synoscope

    Make CPU player activate auto cast

    Alright, thanks.
  4. Synoscope

    Make CPU player activate auto cast

    Anyway to make an 'unmanned' player automatically turn on auto-cast for a spell? I want NPC necromancers to use the summon dead ability on corpses around them.
  5. Synoscope

    Not show unit when it attacks from ranged...

    I don't think that helps at all. I want a ranged unit who attacks so far away the target can't see them and I want the unit to not be shown to the enemy. Naturally a player gets sight of a unit who attacks them from anywhere. I hope I'm being clear enough.
  6. Synoscope

    Not show unit when it attacks from ranged...

    Scenario: Unit with 1000 view range and 1000 ranged attack attacks a unit with 200 view range. I'd like the first unit to not be shown... I'm pretty sure its possible.
  7. Synoscope

    Improve my 'base' trigger system for my map? (long)

    I use this system a lot. It involves setting and unsetting variables dependent on player actions. I'd like to know if it can be improved or if it's a bad system in general because I think I know enough start producing a map I've been working on (for realzies) Okay. Each player has 1 unit...
  8. Synoscope

    Best way to make a spawned unit devour guys using triggers?

    An altered form of this worked very well. Thank you
  9. Synoscope

    Short form for "seconds"

    Quote for truth
  10. Synoscope

    Making Icons

    Hell-Trolled. But, I'll make you guys some simple shit using blender if it's needed (I'm talking simple, yet effective). I'm bored right now and kind of 'stuck' in this mod I'm making. Devour....
  11. Synoscope

    Best way to make a spawned unit devour guys using triggers?

    The best, I think, would be to cast the ability on-attack but I have so many units doing bad stuff like this on-attack it would start becoming "DONT EVER LET SOMETHING ATTACK YOU- THE GAME." So please don't suggest Event A unit is attacked Condition Attacking unit is abomination...
  12. Synoscope

    Diag event button not working.

    The variable is setting every time the trigger is ran. In a separate trigger set the variables 'yes' and 'no' and have that trigger run at map start up. This way they will only be set once and when your trigger typically runs (if you remove the settings from the trigger you have up there) they...
  13. Synoscope

    What's wrong with this devour trigger?

    It has no order strings by default. Where would I place it? Order String- Activate Order String- Deactivate Order String- Turn off Order String- Use/Turn on Okay, I got it working. Seems I had to crank up the acquisition range.
  14. Synoscope

    What's wrong with this devour trigger?

    Alright. The UnitArray[1] is a worker spawned when the map opens. He will be set to nothing else and the last created unit is not lost for in these tests nothing is really happening, I'm just playing with abilities. I don't have the Kodo Devour cargo hold, but I don't think that matters since...
  15. Synoscope

    What's wrong with this devour trigger?

    Event: Red types a chat message containing -devour As an exact match Conditions: Actions: Wait 2 seconds. Create 1 Abomination for player 11 at possition of PlayerUnitArray(1) Wait 1 second. Order (Last created unit) to Orc-Kodo Devour PlayerUnitArray(1) Everything...
  16. Synoscope

    Problems with the Devour Spell

    Simply, I gave my unit the Neutral Hostile- Devour spell and set the targets allowed but when I use the spell (get the little circle/cross icon) and left click on a target nothing happens. No error messages or anything. Pointer stays too. If I click an ally or the unit with it the game warns...
  17. Synoscope

    Need A Team for a Map!

    [email protected] rare that I check my mail... Synoscope is AIM screenname but I'm never on. Synoscope US East if I'm ever playing. Best bet would be to private message me on forums with a time or some shit so I can jump in Vent or on AIM.
  18. Synoscope

    Quick question about creating units with triggers

    Action: Create 3 Footman for player Red at Temp_Point[1] facing default building degrees Order Last Created unit to move to Temp_Point[2] Will the second action affect all 3 units or just 1 of the three? Edit: Okay, thanks for the replies. I'll just trigger the units 1 by 1. Not many...
  19. Synoscope

    Is there a limit to the amount of text a buff tool tip can hold?

    Naw. In the map I'm making the debuff will state the problem, the effects, and possible cures. It's very debuff focused. Maybe you're on to something about the comma, though. I'll check. Edit: Yes, that's what's causing it. Thanks.
  20. Synoscope

    Is there a limit to the amount of text a buff tool tip can hold?

    Some of my buffs just randomly cut off in their tool tip. Example: "Hex!" This unit is hexed it will move slowly take damage over time, be unable to cast abilities, and turn the great ---cut off-- color of purple? Lol anything down here and here can't be read by the players...
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