So in my attempts to make a circle I ended up with this really weird effect.
Try it out in a random map.
Speical Effect
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set center_point = (Center of (Playable map area))
Set x = (x +...
Is it possible to load the next map in a Campaign without getting the victory dialogue?
I ask this because I was thinking if one were to make a cinematic map, as an opening to the story line that the little victory dialogue might total ruin the mood that was trying to be set in the cinematic...
I've made a trigger using the formula v= d/t (and it's other variants)
Replace On arrival to point
Events
Unit - A unit Is issued an order targeting a point
Conditions
Actions
Set Distance = ((Distance between (Position of (Ordered unit)) and (Target point of...
Camera
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Set Camera_point = (Center of Marker <gen>)
Camera - Set the camera bounds for Player 1 (Red) to Marker <gen>
Unit - Move Marker instantly to Camera_point
Selection -...
But is it possible for me to make A.I units only attack units in front of them.
You know give them a limited field of view so they can only attack a unit only if it walks in front of their eyes, not target a unit that's far behind them.
As I remember it was impossible to do.
An Auto-Build wall, or tower.
They had it in the map genesis of empires.
How it works you take your worker unit, select auto-wall (or auto tower), and it turns into a attack ground icon. You then click on the map where you want him to stop building. And away he went.
Let's consider that a unit is a point on the graph.
I now want that unit to hold a path equal to a mathematical equation.
So say I put it in the middle, and I now want it to move to move in relation to the equation 'y=x' with a limit of (x -> +inf) How would I go about doing that...
So all the regions get set by...
Events
Map initialization
Conditions
Actions
-------- ZombieSpawn Regions --------
Set ZombieSpawnX[1] = ZombieSpawn West <gen>
Set ZombieSpawnX[2] = ZombieSpawn SouthValleyTop <gen>
Set ZombieSpawnX[3] = ZombieSpawn South MountianSide <gen>...
So in my map I have:
Which is suppose to make this:
Run easier.
Instead, the units all pile up in the center of the map, which is confusing me. I've search through the triggers and can't find a fault.
I can only think that one of the arrays gets set to default.
The run down is like this...
I have enemy units spawn.
I want them to attack a gate, but in the mean time attack any attacking units.
Once they've destroyed the gate then attack move to a region.
How should I make that in the GUI?
So when you play the Game camera is looking from south to north.
How can I change it to look from east to west at a zoom of 3000?
I'm thinking using a periodic event making sure that the camera is looking to the west at a zoom of 3000.
So I've been able to recreate Bogrim's triggers with no problems what's so ever.
I want to know what the code is translated to us humans.
What do things like Call and Get mean?
What are the other commands?
For example.
Local unit, I'm guessing means the immediate unit getting...
What I want to happen in this trigger is that a unit structure(s) will be replaced with a footman. This doesn't work. Though I am able to create footmen at the point where the structures stand.
I think I may have to kill the structure, and have 1 foot man spawn at the point of dying unit.
I've never had or seen a clear answer about for each integer A do actions, I don't know how to use it at all.
Does it work with variables that are arrayed?
Secondly, I've never had a custom script used for memory leaks work.
In some maps some games have a nice little extra loading screen.
Where do they place triggers for that in?
How does it work?
And is meant to allow the computer to catch up to the game?