Protoss Problem

Discussion in 'World Editor Help' started by sunshinex3, Nov 6, 2016.

  1. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    Pylons:
    trying to make pylons power buildings allowing upgrades and units to be purchased

    the first problem im having is that the buildings move slightly due to collision issues
    im use a simple replace trigger.

    i can post it if you need but its just a replace trigger involving two buildings!
     
  2. Accname

    Accname 2D-Graphics enthusiast

    Ratings:
    +1,549 / 4 / -4
    Its not going to work with replace. If you really want to change the unit type of your buildings I would suggest using the Chaos ability which will morph a unit to another type.
     
  3. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    ah i didnt think about that, i will try this after the i finish all those zerg triggers.
     
  4. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    ok your solution worked but it created some more problems, yes the builds switch perfectly but some how the building that isn't supposed to sell any units does. it says the same units and upgrades of the building that it replaced...

    and

    this

    Trigger:
    • Pylon Khalai Powerup
      • Events
      • Unit - A unit Begins casting an ability
      • Conditions
      • And - All (Conditions) are true
      • Conditions
      • (Ability being cast) Equal to Pylon Empowering (Protoss Khalai)
      • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Forge (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai Forge (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Photon Cannon (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai Photon Cannon (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Altar (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai alter (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Commerce Center (protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai Commerce Center (Pylon transform2) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Dark Temple (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai Dark Temple (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to Gate (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai Gate (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Target unit of ability being cast)) Equal to High Temple (Protoss NoPower)
      • Then - Actions
      • Unit - Add Khalai High Temple (Pylon transform) to (Target unit of ability being cast)
      • Unit - Order (Target unit of ability being cast) to Night Elf Druid Of The Claw - Bear Form
      • Else - Actions
      • Do nothing


    need to figure out why this trigger isn't working to change the buildings back.

    the trigger that casts the slam ability works thrunder clap does go off
    it just doesnt seem to be able to affect the structure around it.
     
  5. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    im guessing its no possible for thunderclap to hit a structure? or any aoe for that matter?
     
  6. Accname

    Accname 2D-Graphics enthusiast

    Ratings:
    +1,549 / 4 / -4
    Thunderclap can hit buildings just fine. But thunderclap has no "target unit of ability being cast" because it doesnt target any units.
     
  7. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    what would you recommend to "wake" the buildings up.(transforming them)

    also using the transform ability keeps units trained the same... buildings with no power need to have no units able to be trained buildings with power need to have units able to be trained.
     
  8. jonas

    jonas Member

    Ratings:
    +41 / 4 / -0
    Maybe you can use an aura and loop through your buildings periodically (e.g., every second) to see whether they are affected by the aura.
     
  9. Accname

    Accname 2D-Graphics enthusiast

    Ratings:
    +1,549 / 4 / -4
    Not quite sure what I would do. This is something that is rather difficult to do with WC3.
    It really depends on how you want it to look and feel like. The simplest solution would be to pause / unpause the buildings. You wouldnt see a graphical indication whether the building is powered or not though.
     
  10. KaerfNomekop

    KaerfNomekop Swim, fishies. Swim through the veil of steel.

    Ratings:
    +607 / 0 / -0
    Trigger:
    • Powering
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Power
      • Actions
        • Set TempPoint = (Position of (Triggering unit))
        • Set TempUnitGroup = (Units within 250.00 of TempPoint matching ((Unit-type of (Matching unit)) Equal to Burrow))
        • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
          • Loop - Actions
            • Unit - Add Power (Burrow) to (Picked unit)
            • Neutral Building - Add Far Seer to (Picked unit) with 1 in stock and a max stock of 1
            • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
            • Special Effect - Destroy (Last created special effect)
        • Custom script: call DestroyGroup (udg_TempUnitGroup)
        • Custom script: call RemoveLocation (udg_TempPoint)


    Did something simple using Chaos. Power is the ability that's cast, your Thunder Clap equivalent; Burrow is the default (unpowered) building; Power (Burrow) is a modification of Chaos, whose Resulting Unit field is the powered form of the building. The base building won't have any units available for training, but it needs to have the Sell Units ability so that you can Add units for sale later; the powered building will have the ability to train units (don't add any saleable units to its Units Sold list, as the Remove action only works on stuff put in via the Add action). Any pre-placed buildings that you want to be Powered will need the units for sale added manually. I added some special effects to the trigger and the abilities to make it clear when a building is or isn't powered.
     

    Attached Files:

  11. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    hrm ok let me try this, not sure i understand the neutral buildings.

    I wanted to ask, could i use pause and unpause or is their some memory leak or problem with useing that method.

    my method in theory would work like this
    pylon is constructed any paused building will be unpaused
    pylon is destroyed any buildings in the area that don't have the pylon buff will be paused.

    seperate triggers

    building is constructed if no buff it will be paused
    building is constructed and has buff nothing happens.
     
  12. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    ok just looked at test map and yea thats what i want i will keep trying to mimic this
     
  13. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    Trigger:
    • Pylons Enter Khalai
      • Events
      • Unit - A unit Finishes construction
      • Conditions
      • Or - Any (Conditions) are true
      • Conditions
      • (Unit-type of (Constructed structure)) Equal to Pylon (Protoss khalai Daelaam)
      • (Unit-type of (Constructed structure)) Equal to Pylon (Protoss NerazimDaelaam)
      • (Unit-type of (Constructed structure)) Equal to Pylon (Protoss PurifierDaelaam)
      • (Unit-type of (Constructed structure)) Equal to Pylon (Protoss Tal'darimDaelaam)
      • Actions
      • Set TempPoint = (Position of (Constructed structure))
      • Set TempUnitGroup = (Units within 600.00 of TempPoint matching ((((Matching unit) is in (Units owned by (Owner of (Constructed structure)))) Equal to True) and ((((Matching unit) is A structure) Equal to True) and ((Level of Inert (Protoss No Power) for (Matching unit)) Equal to
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      • Loop - Actions
      • Unit - Unpause (Picked unit)
      • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)


    this works any problems?
     
  14. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    Trigger:
    • Pylons Destroyed Daelaam
      • Events
      • Unit - A unit Dies
      • Conditions
      • Or - Any (Conditions) are true
      • Conditions
      • (Unit-type of (Dying unit)) Equal to Pylon (Protoss khalai Daelaam)
      • (Unit-type of (Dying unit)) Equal to Pylon (Protoss NerazimDaelaam)
      • (Unit-type of (Dying unit)) Equal to Pylon (Protoss PurifierDaelaam)
      • (Unit-type of (Dying unit)) Equal to Pylon (Protoss Tal'darimDaelaam)
      • Actions
      • Set TempPoint = (Position of (Dying unit))
      • Set TempUnitGroup = (Units within 600.00 of TempPoint matching ((((Matching unit) is in (Units owned by (Owner of (Dying unit)))) Equal to True) and ((((Matching unit) is A structure) Equal to True) and ((Level of Inert (Protoss No Power) for (Matching unit)) Equal to 0))))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      • Loop - Actions
      • Unit - Pause (Picked unit)
      • Animation - Change (Constructing structure)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.50% transparency
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)


    this works too any thing wrong with it...?
     
  15. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    Trigger:
    • Structure Pylon Khalai Enter
      • Events
      • Unit - A unit Begins construction
      • Conditions
      • And - All (Conditions) are true
      • Conditions
      • ((Unit-type of (Constructing structure)) Equal to Photon Cannon (Protoss Khalaie)) or (((Unit-type of (Constructing structure)) Equal to Altar of Aiur (Protoss Khalai)) or (((Unit-type of (Constructing structure)) Equal to Commerce Center (protoss Khalie)) or (((Unit-type of (Constructing structure)) Equal to Dark Temple (Protoss Khalie)) or (
      • ((Constructing structure) has buff (Protoss khalai) ) Equal to False
      • Actions
      • Set TempPoint = (Position of (Constructing structure))
      • Set TempUnitGroup = (Units within 600.00 of TempPoint matching ((((Matching unit) is in (Units owned by (Owner of (Constructing structure)))) Equal to True) and (((Unit-type of (Matching unit)) Equal to Pylon (Protoss khalai Daelaam)) and (((Matching unit) has buff (Protoss khal
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
      • (Unit-type of (Random unit from TempUnitGroup)) Equal to Pylon (Protoss khalai Daelaam)
      • Then - Actions
      • Do nothing
      • Else - Actions
      • Unit - Pause (Constructing structure)
      • Unit - Add Inert (Protoss No Power) to (Constructing structure)
      • Animation - Change (Constructing structure)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.50% transparency
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)

    (FIXED)
    this works, do you guys see any leaks?
     
    Last edited: Dec 15, 2016

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