View Full Version : I need help with map making.
Kabam
08-17-2005, 10:30 AM
How do you make a broodling that doesn't die when it runs out of energy?
How do you make recall not work on a certain location?
Edit: Reaver/Carrier Auto build scarabs/interceptors?
For the broodlings, just create them with the 'create unit' action, they will last forever.
For the Recall, use different players with the same color.
Markpyro
08-17-2005, 1:27 PM
Kabam is back O_o
Sorry, just had to say that.
Kabam
08-18-2005, 10:57 AM
For the broodlings, just create them with the 'create unit' action, they will last forever.
For the Recall, use different players with the same color.
Erm...Broodling doesn't work when I do that.
As for Recall...Is it possible to make recall not work on your units?
Kabam is back O_o
Sorry, just had to say that.
Is that good or bad? ;)
LegacyWeapon
08-18-2005, 11:40 AM
Did you do Create Broodling with Properties or just the regular Create? You need to do the regular Create.
Kabam
08-18-2005, 11:48 AM
CreateUnit(1, Armored Melee Beast, Red Base, CurrentPlayer);
........................^(Broodling)^
Thats the trigger I use.
Well, to test I just made a a map myself with a create-broodling trigger, and the broodling didn't die.
My best guess is that maybe you modified the broodling's energy which might've caused it to die.
As for the recall, the spell will always work the way it's supposed to, so your best option is to use different players for the arbiter and units being recalled.
Since as I see you use human players... no, there's no way to make the recall not work; unless you have only 1 unit of every type for each player (or less) on the map, in which case you can make triggers that cause a location to follow every unit, and if the unit is not on the location move it there.
MidnightGladius
08-18-2005, 5:22 PM
If you have a trigger modifying the health of the Broodling, it'll cause the timer to start ticking. Tick tick tick tick DIE.
Kabam is back O_o
Sorry, just had to say that.
Eh, my guess is that he meant that you're one of the 'non reading FAQ (http://www.warboards.org/showthread.php?t=7391) fellas', Kabam... :poke: *Wink, wink*
Ahahaha, thats funny, because i did read the FAQ on it and it said to do the same thing u guys are saying to do. Whic is wierd 'cause it is not working. -_-
So, :P on you.
How about Reaver/Carrier Auto Build (Scarabs and Interceptors)...How can I do that?
MidnightGladius
08-18-2005, 8:37 PM
You would use the Modify Hanger Count (or something like that) action, and then set the number to how many scarabs/interceptors/nukes you want each reaver/carrier/silo to have.
Seriously, you ought to have checked out the FAQ, because it has both the broodling and hanger count trigs in there.
Kabam
08-19-2005, 10:47 AM
I DID check the FAQ I even checked it again after he said that
Basan
08-19-2005, 12:13 PM
I DID check the FAQ I even checked it again after he said that
Than I assume that reading (carefully) isn't one of your greatest assets, right? :shiftyl:
Funny, my test map a long time ago with those triggers (read change hangar count) did work fine n' dandy at the time... :devil:
LordOfNukes
08-19-2005, 3:48 PM
to how many scarabs/interceptors/nukes you want each reaver/carrier/silo to have.It doesn't work with Nuclear Silos. It only works with Reavers and Carriers.
MidnightGladius
08-19-2005, 4:51 PM
It doesn't? I was under the impression that it did.
When I said FAQ, I meant the Staredit Trigger FAQ :/
JarquaFelmu
08-19-2005, 9:38 PM
Carrier and Scarab do a MAX HANGER COUNT condition, and then assign it to a special location that either A) follows the unit or B) is a 'any area' type thing then stick a 'Always' for the action and then a 'Preserve Trigger' in the conditions.
As far as the broodling goes i've heard that if you set it's energy to 0 when it's created then it won't die.
Sikawtic
08-19-2005, 9:47 PM
do... create unit with properties. then don't check anything.
the broodling will not die.
Kabam
08-19-2005, 11:28 PM
Than I assume that reading (carefully) isn't one of your greatest assets, right? :shiftyl:
Funny, my test map a long time ago with those triggers (read change hangar count) did work fine n' dandy at the time... :devil:
Ummmm...I read extremely fast, but I dont notice stuff X l
I got the modify hanger trigger to work already...
Carrier and Scarab do a MAX HANGER COUNT condition, and then assign it to a special location that either A) follows the unit or B) is a 'any area' type thing then stick a 'Always' for the action and then a 'Preserve Trigger' in the conditions.
Got it, thanks.
do... create unit with properties. then don't check anything.
the broodling will not die.
Nope it not working still...By the way I am using Starforge.
Nope it not working still...By the way I am using Starforge.
Try using SCXE and see if it works than ;)
T.empla.R
08-20-2005, 12:09 PM
Use an AI dont know which one but there might be one...
Nevermind already answered ,yeah it does work with SCXE
Sikawtic
08-20-2005, 12:48 PM
You tried:
CreateUnitWithProperties(1, Zerg Broodling, location, CurrentPlayer, 0);
???
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