I'm trying to simulate the fall of meteorites like in AstroGears.
I believe one good way to achieve my goal is to use the Zerg Drop Pod, but unfortunately, it looks like the Drop Pod action acts extremely weirdly. I've had -huge- problems getting the position of the unit spawned (the meteor) at the Drop Pod's fall location (which is selected randomly via "Random Point of Region"). The goddamn "Position of (Last Created Unit)" would not work, just as so many other ways I've tried did not.
If you guys know exactly how to work with Drop Pods, please help.
Or if you have a better idea as of how to have similar effects as in AstroGears from within the Data Editor, tell me as well.
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In AstroGears, the meteors would be blue crystal amalgamations as huge as a Command Center. They would fall from the sky diagonally, leaving some blue explosions behind their flying path as a special effect.
Once fallen, all players would get to see it for a few seconds, thus giving its position to all players. The position of this meteor would also get a Ping on the minimap.
I am currently intending to use the Rich Mineral Field, but if you guys have a better idea, please share.
Post has been edited 1 time(s), last time on Dec 31 2010, 5:16 am by payne.
None.
getting the position of the unit spawned (the meteor) at the Drop Pod's fall location (which is selected randomly via "Random Point of Region"). The goddamn "Position of (Last Created Unit)" would not work, just as so many other ways I've tried did not.
well here's an idea...
Set VariableName (type Point) to Random Point within Region A
I'll look into how the 'action' works.
None.
An artist's depiction of an Extended Unit Death
Almost all input values in a trigger event/condition/action can be stored into a variable. If you need to use something more than once, store it into a variable.
I'll look into how the 'action' works.
It would just be the variable name where he's been trying things like (Last Created Unit).
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Yeah, position of last created unit is buggy, if you just created the unit.
But you can get the X and the Y value of the position. That works somehow. Calling it's position as a point didn't work.
The following trigger did -not- work.
Drop
Events
Local Variables
X = 0.0 <Real>
Y = 0.0 <Real>
Point = No Point <Point>
Conditions
Actions
Unit - Create 1 Rich Mineral Field for player 0 at (Center of Region 001) using default facing (Ignore Placement)
Campaign - Create Zerg drop pod at (Random point in [BR] Meteor Zone) with (Last created units) (Wait until it finishes)
Variable - Set X = (X of (Position of (Last created unit)))
Variable - Set Y = (Y of (Position of (Last created unit)))
Variable - Set Point = (Point(X, Y))
Region - Move Meteor Reveal to Point
General - Pick each integer from 1 to 8, and do (Actions)
Actions
Visibility - Reveal Meteor Reveal for player (Picked integer) for 3.0 seconds and Do Not check cliff level
Ping - Ping the minimap at Point for (All players) over 2.0 seconds, using the color (100%, 0%, 0%)
None.
Relatively ancient and inactive
Cent's complex and probably unnecessary solution: Change the meteor unit's height manually over time. You can simultaneously have it moving along the x,y plane if you want. Triggering.
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I would use something like this.
Events
TriggerAddEventMapInit()
Local Variables
point = null <point>
droppod = null <unit>
Conditions
Aactions
CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001)))
SetVariable(point,(UnitGetPosition((UnitLastCreated()))))
SetVariable(droppod,(UnitLastCreated()))
Wait(2.6,c_timeGame)
CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point)
Wait(5.0,c_timeGame)
UnitKill(droppod)
An artist's depiction of an Extended Unit Death
I would use something like this.
Events
TriggerAddEventMapInit()
Local Variables
point = null <point>
droppod = null <unit>
Conditions
Aactions
CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001)))
SetVariable(point,(UnitGetPosition((UnitLastCreated()))))
SetVariable(droppod,(UnitLastCreated()))
Wait(2.6,c_timeGame)
CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point)
Wait(5.0,c_timeGame)
UnitKill(droppod)
How do I use GalaxyCode?
That's what the triggers look like when you view raw data (hotkey Ctrl+D).
I would use something like this.
Events
TriggerAddEventMapInit()
Local Variables
point = null <point>
droppod = null <unit>
Conditions
Aactions
CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001)))
SetVariable(point,(UnitGetPosition((UnitLastCreated()))))
SetVariable(droppod,(UnitLastCreated()))
Wait(2.6,c_timeGame)
CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point)
Wait(5.0,c_timeGame)
UnitKill(droppod)
How do I use GalaxyCode?
That's what the triggers look like when you view raw data (hotkey Ctrl+D).
Ahli, mind pressing "Ctrl+D" so I can see it in the format I am used to see it?
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I would use something like this.
Events
TriggerAddEventMapInit()
Local Variables
point = null <point>
droppod = null <unit>
Conditions
Aactions
CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001)))
SetVariable(point,(UnitGetPosition((UnitLastCreated()))))
SetVariable(droppod,(UnitLastCreated()))
Wait(2.6,c_timeGame)
CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point)
Wait(5.0,c_timeGame)
UnitKill(droppod)
How do I use GalaxyCode?
That's what the triggers look like when you view raw data (hotkey Ctrl+D).
Ahli, mind pressing "Ctrl+D" so I can see it in the format I am used to see it?
No, because then you will see what my German triggers look like.
That wouldn't help you unless you understand German. That trigger already gives you every information you need.
Short explanation what the trigger does:
Create 1 droppod @ random point, locally store point and droppod unit, wait 2.6 game seconds, create rich mineral field (ignore placement), wait 5 game seconds, kill droppod unit.
"droppod" represents the unit that is spawned by the Drop Pod or the Drop Pod itself?
EDIT: I see you manually create the Rich Mineral Field after calling the Drop Pod. Am I supposed to understand that your Drop Pod isn't dropping any unit?
None.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
"droppod" represents the unit that is spawned by the Drop Pod or the Drop Pod itself?
EDIT: I see you manually create the Rich Mineral Field after calling the Drop Pod. Am I supposed to understand that your Drop Pod isn't dropping any unit?
I'm creating the unit manually because I don't have your trigger action. I don't know where you got that. :S
And obviously my method is working for triggered spawns...
"droppod" represents the unit that is spawned by the Drop Pod or the Drop Pod itself?
EDIT: I see you manually create the Rich Mineral Field after calling the Drop Pod. Am I supposed to understand that your Drop Pod isn't dropping any unit?
I'm creating the unit manually because I don't have your trigger action. I don't know where you got that. :S
And obviously my method is working for triggered spawns...
I though Drop Pod worked this way: you create a unit somewhere, and tell the Drop Pod to drop at some point with Last Created Unit.
EDIT: Everything worked perfectly.
Thanks.
Post has been edited 1 time(s), last time on Dec 31 2010, 5:15 am by payne.
None.