Trying to learn how to use banks so i thought id start simple.
working on a trigger that will store the amount of kills a player has and then display it in a dialogue box
so far the bank file gets created but the kills are counted based on the last triggering units kills. how can i fix this?
Edit: For those of you interested the problem was fixed quite simply using a global variable instead of a local variable to store the integer for kills
EDIT 2: having one further problem...
i have set up a trigger that will do the following when a player types "-kills" into chat:
-pick each player and do actions
-open bank "x" for picked player
-general - if (conditions) then do(actions) else do (actions)
-if bank (last opened bank) has "kills" in section "player" ==true
(here is the problem)
-Then
i cant seem to find an action that will say the following in the subtitle area
"(player name) kills : (global variable used to store the number of kills in bank file)
@Sherlia: Go
as i understand it you have a group of trained units who should constantly be searching for targets, mapwide.
Triggers would make this easier.
have it so that every unit you train is added to unit group "1". there are many ways to do this im sure you can figure that bit out.
have all potential targets added to group "2"
heres your trigger for unit group 1 (trained units)
events
Unit- any unit training progress is completed
Local variables
x= 1 = (empty unit group) <unit group>
Conditions
(blank unless you have any preferences)
actions
UnitGroup - add (triggering unit) to 1
UnitGroup - Pick each unit in 1 and do (actions)
-Actions
Unit - order all units in 1 to attack targeting radnom living unit from Non local variable == unit group 2
now you just need a trigger that puts all your potential targets into a Non local variable <unit group> then reference that variable in the end of trigger 1
im making a new weapon for the photon cannon the details are as follows
Weapon (speed 3)
-Effect persistant (10 periods of 0.1secs each)
-period effect -> launch missile->damage
the actors are attached to the unit, weapon and missile.
the idea is that every time the cannon shoots, it will shoot 10 times in quick succession.
then wait for 2 secs before firing again.
so far the cannon shoots once (without firing missile and does 0 damage)
any ideas?
so ive made a ghost that does 300 base damage.
-if the target is armored it will only do 150 damage
-if the target is biological it will do 600 damage.
my question: what if the target is an ultralisk (Biological AND armored) what damage will be done? and how is it worked out
im having problems with a ghost i duped. basically the nuke ability keeps saying "no calldown available" this problem persists even though i deleted the requirments on the ability... am i missing something?
method 1: you need to go to the attachment methods on the thor attack actor.
look under combat: launch attachment query
Methods: WeaponsetAm0
Methods: Ampatternthor
fall back :centre
1)you need to create a duplicate of Ampattern thor.
2)now look in the Ampattern thor for the driver field.
3)set this as the damage stat for your thor e.g. "thorshammer damage"
4)Now add this new attachment method to your thor actor
check that the weaponset is AM0. this set is the launch point on the two hand cannons
AM1 is the two chest AA guns
AM2 is the 2 left AA guns
AM3 is the 2 right AA guns
try this and let me know the outcome
Method 2:
check that the unit actor does not have any attack events linked to the old thor
Edit: closer looking at your description... youve said your changing the actor but the weapon remains the same? if this is so then method 1 should fix your problem. ASSUMING that you ability also changes the ODINs attack actor to the THORS attack actor.
If the above is not the case then its probably not related to the attachment points and so refer to method 2
<<reply 2607028>
wasnt aware there had to be buttons on the submenu (i wanted to test that it worked before adding them) i have now added a placeholder in the submenu and all is fine
0
@Demtrod: Go
tried this, Works brilliantly. although no need to remove the space as it does not seem to make a difference in game.
Thanks for the help and an easy fix!
0
@FunkyUserName: Go
this is correct
0
Anyone know why my units are using the incorrect names? (i.e. hydralisk -> unit/name/hydralisk).
This is only affecting the units i duped before the LOTV update all new units i have made have their proper names
0
Trying to learn how to use banks so i thought id start simple.
working on a trigger that will store the amount of kills a player has and then display it in a dialogue box
so far the bank file gets created but the kills are counted based on the last triggering units kills. how can i fix this?
Edit: For those of you interested the problem was fixed quite simply using a global variable instead of a local variable to store the integer for kills
EDIT 2: having one further problem...
i have set up a trigger that will do the following when a player types "-kills" into chat:
-pick each player and do actions
-open bank "x" for picked player
-general - if (conditions) then do(actions) else do (actions)
-if bank (last opened bank) has "kills" in section "player" ==true
(here is the problem)
-Then
i cant seem to find an action that will say the following in the subtitle area "(player name) kills : (global variable used to store the number of kills in bank file)
-else ping mini map (so i know it did not work)
0
@FunkyUserName: Go
<CWeaponLegacy id="PhotonCannon2"> <EditorCategories value="Race:Protoss"/> <Icon value="Assets\Textures\btn-building-protoss-photoncannon.dds"/> <DisplayEffect value="PhotonCannonU2"/> <DisplayAttackCount value="10"/> <TargetFilters value="Visible;Missile,Stasis,Dead,Hidden,Invulnerable"/> <Range value="12"/> <RangeSlop value="0"/> <Period value="2"/> <Effect value="Persistant"/> </CWeaponLegacy>
<CEffectCreatePersistent id="Persistant"> <EditorCategories value="Race:Protoss"/> <InitialEffect value="PhotonCannonLM2"/> <PeriodCount value="10"/> <PeriodicEffectArray value="PhotonCannonLM2"/> <PeriodicPeriodArray value="0.1"/> </CEffectCreatePersistent>
<CEffectLaunchMissile id="PhotonCannonLM2"> <ValidatorArray index="0" value="PhotonCannonTargetFilters"/> <EditorCategories value="Race:Protoss"/> <ImpactEffect value="PhotonCannonU2"/> <Flags index="Retarget" value="1"/> <AmmoUnit value="PhotonCannonWeapon2"/> <RetargetRange value="1"/> </CEffectLaunchMissile>
<CEffectDamage id="PhotonCannonU2" parent="DU_WEAP"> <EditorCategories value="Race:Protoss"/> <Kind value="Ranged"/> <Amount value="20"/> </CEffectDamage>
this is the first time ive used a persistant effect in a new weapon so i probably made a basic mistake
0
@Masemium: Go
try target point ==caster/source/target
thats all i can do with info provided. other than than i would guess a problem with the mover for your shell
0
@Sherlia: Go as i understand it you have a group of trained units who should constantly be searching for targets, mapwide.
Triggers would make this easier. have it so that every unit you train is added to unit group "1". there are many ways to do this im sure you can figure that bit out. have all potential targets added to group "2"
heres your trigger for unit group 1 (trained units)
events
Unit- any unit training progress is completed
Local variables
x= 1 = (empty unit group) <unit group>
Conditions
(blank unless you have any preferences)
actions
UnitGroup - add (triggering unit) to 1
UnitGroup - Pick each unit in 1 and do (actions)
-Actions Unit - order all units in 1 to attack targeting radnom living unit from Non local variable == unit group 2
now you just need a trigger that puts all your potential targets into a Non local variable <unit group> then reference that variable in the end of trigger 1
0
im making a new weapon for the photon cannon the details are as follows
Weapon (speed 3) -Effect persistant (10 periods of 0.1secs each) -period effect -> launch missile->damage
the actors are attached to the unit, weapon and missile. the idea is that every time the cannon shoots, it will shoot 10 times in quick succession. then wait for 2 secs before firing again.
so far the cannon shoots once (without firing missile and does 0 damage) any ideas?
0
@fdas2499: Go i used the percentages instead so base damage is 300 -*2 for bio -*0.5 for arm
thats not the problem i just wanted to know how much damage would be done if both bio and arm were on a unit
0
so ive made a ghost that does 300 base damage. -if the target is armored it will only do 150 damage -if the target is biological it will do 600 damage.
my question: what if the target is an ultralisk (Biological AND armored) what damage will be done? and how is it worked out
0
im having problems with a ghost i duped. basically the nuke ability keeps saying "no calldown available" this problem persists even though i deleted the requirments on the ability... am i missing something?
0
@Project_06: Go
just had this problem the other day,
method 1: you need to go to the attachment methods on the thor attack actor. look under combat: launch attachment query
Methods: WeaponsetAm0
Methods: Ampatternthor
fall back :centre
1)you need to create a duplicate of Ampattern thor.
2)now look in the Ampattern thor for the driver field.
3)set this as the damage stat for your thor e.g. "thorshammer damage"
4)Now add this new attachment method to your thor actor
check that the weaponset is AM0. this set is the launch point on the two hand cannons AM1 is the two chest AA guns AM2 is the 2 left AA guns AM3 is the 2 right AA guns
try this and let me know the outcome
Method 2: check that the unit actor does not have any attack events linked to the old thor
Edit: closer looking at your description... youve said your changing the actor but the weapon remains the same? if this is so then method 1 should fix your problem. ASSUMING that you ability also changes the ODINs attack actor to the THORS attack actor.
If the above is not the case then its probably not related to the attachment points and so refer to method 2
0
<<reply 2607028> wasnt aware there had to be buttons on the submenu (i wanted to test that it worked before adding them) i have now added a placeholder in the submenu and all is fine
0
@MaskedImposter: Go
nope
0
@TheUltragon: Go
thanks dude