Yeah I know thats a bad heading.
Camera is by default locked onto the main unit for each player, but selecting the Radar allows you to have the camera lock removed while the Radar is selected.
It only needs to be MPI.
There are 4 Main Triggers involved:
Anybody see any obvious mistakes I may have made?
This seems to work with Player 1. But fails for anybody else. :/
[Possible Thoughts:]
Does this work?
(Unit-type of (Triggering unit)) Equal to Radar
?
Camera is by default locked onto the main unit for each player, but selecting the Radar allows you to have the camera lock removed while the Radar is selected.
It only needs to be MPI.
There are 4 Main Triggers involved:
Trigger:
- Selects Radar
- Events
- Player - Player 1 (Red) Selects a unit
- Conditions
- (Unit-type of (Triggering unit)) Equal to Radar
- (Humans[(Player number of (Triggering player))] is alive) Equal to True
- HasRadar[(Player number of (Triggering player))] Equal to True
- Actions
- Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
- Events
Trigger:
- Deselects Radar
- Events
- Player - Player 1 (Red) Deselects a unit
- Conditions
- (Unit-type of (Triggering unit)) Equal to Radar
- (Humans[(Player number of (Triggering player))] is alive) Equal to True
- Actions
- Camera - Lock camera target for (Triggering player) to Humans[(Player number of (Triggering player))], offset by (0.00, 0.00) using Default rotation
- Selection - Select Humans[(Player number of (Triggering player))] for (Triggering player)
- Events
Trigger:
- build radar
- Events
- Unit - A unit Begins construction
- Conditions
- (Unit-type of (Triggering unit)) Equal to Radar
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Charges remaining in (Item carried by Humans[(Player number of (Owner of (Triggering unit)))] of type Rock)) Equal to 3
- Then - Actions
- Item - Remove (Item carried by Humans[(Player number of (Owner of (Triggering unit)))] of type Rock)
- Else - Actions
- Item - Set charges remaining in (Item carried by Humans[(Player number of (Owner of (Triggering unit)))] of type Rock) to ((Charges remaining in (Item carried by Humans[(Player number of (Owner of (Triggering unit)))] of type Rock)) - 3)
- If - Conditions
- Set HasRadar[(Player number of (Owner of (Triggering unit)))] = True
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- destroyed
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Dying unit)) Equal to Radar
- Actions
- Set Temp_UnitGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Radar) and ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Dying unit))))))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in Temp_UnitGroup) Equal to 0
- Then - Actions
- Set HasRadar[(Player number of (Owner of (Triggering unit)))] = False
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup (udg_Temp_UnitGroup)
- Events
Anybody see any obvious mistakes I may have made?
This seems to work with Player 1. But fails for anybody else. :/
[Possible Thoughts:]
Does this work?
(Unit-type of (Triggering unit)) Equal to Radar
?