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    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    Huh? Can you make a Screenshot?

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability
    Quote from Mesden: Go

    I assume creating the Upgrade would be adding an Object, but I don't see this Requirement thing.

    In the Data Editor under "Requirements".
    It's a Object Type (Data Type) like Abilities and Upgrades...

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    First the Data Editor part:

    1. Go to Data Editor
    2. Create a new Upgrade (e.g. "Enable Research")
    3. Create a new Requirement (e.g. "Research Is enabled")
    4. Double click on the Requirement Property (or Requirement - Node Link)
    5. Add to the node "Show" a new requirement Node of Type "Count Upgrade"
    6. Select in the Alias List your created Upgrade ("Enable Research")
    7. Set State to "Completed"
    8. Now go to your Research Ability
    9. Double Click on the "Ability - Info" Property (or "Ability - info - Button - Requirements")
    10. Double-click in the opened Window on the Research Command wich should be enabled with the Kill
    11. Select in the List under "Info - Button - Requirement" your created Requirement ("Research Is enabled")
    12. Done, now the Research Command is only available, if the "Enable Research" Upgrade is researched...

    Now the Trigger part: This should look like this:

    Enable Upgrade Ability
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 10
            (Unit type of (Triggering unit)) == Omegalisk
        Actions
            UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
            Tech Tree - Set Enable Research upgrade level to 1 for player 1
            General - Wait 5.0 Game Time seconds
            UI - Clear Directive Messages for (All players)
    

    This should do the job jo want...

    BTW:
    You can insert then the Player wich killed the Unit (Killing Player or Owner of (Killing Unit) ), so that only the Player, wich killed the Omegalisk can research...

    Cheers Then

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability

    Phuu, ok.

    You want to enable a research Ability, right?

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    That will be a bit complicating...

    One possibility is to create a trigger that fires every time a unit is spawned and enables the Ability for this unit. (Nothing I would do ;) )

    The other is to create a Upgrade or Behavior wich enables the Ability (via a Validator).
    This would effect that the Ability is always visible but only useable if you have researched the Upgrade/enabled the Behaviour (like e.g. the Cloak ability of the Banshee).
    You wont need the Hide Trigger and research can then be done by the "Unit dies" Trigger.

    Maybe there are other Ways. But I don't know them... :)

    Cheers Then

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability

    @Mesden: Go
    :-)

    Doas it work now?

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability

    To your Problem:

     Unit Group - Pick each unit in (Hunter Killer units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Show the Evolution Chamber - Research (Evolution Chamber) ability for (Triggering unit)
    

    Triggering Unit is the ultralist, wich is dying.
    Picked Unit is the unit you want here... ;-)

    But with your code, only the Units wich are on the Map at the Moment of the Kill can be upgraded (because only for those the Ability is set visible). Is this what you want?

    Cheers Then

    Posted in: Triggers
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    posted a message on Giving a Unit a certain Ability
    Quote from Mesden: Go

    I need it to identify multiple units on the Map which aren't already placed at the Map Initialization.

    Shall a Unit, wich spawns after the Kill also benefit from the kill?

    Example.:
    Ultalisk dies (all units on Map get the Ability)
    Then spawns a new Unit.
    Shall it have the Abil, too?

    If yes, then you have to use the Methods mentioned by wOlfLisK and me or have to Create a trigger wich adds the Ability to every Unit that spawns after the Kill.
    Otherwise use a trigger that picks each Unit in Playable Map and show the Ability for it.

    Posted in: Triggers
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    posted a message on Problems picking lowest integer

    @theystolemynick: Go

    Do it like Huesy said but use two Variables, LowestInteger and LowestIntegerIndex. Then set them like this:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    PlayerArray[i] < LowestInteger
                Then
                    Variable - Set LowestInteger = PlayerArray[i]
                    Variable - Set LowestIntegerIndex = i
                Else
    

    BTW: You can use the For Each Action. It doas the same like the While (in this case) but is much better to read... ;)

    Cheers Then

    Posted in: Triggers
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    posted a message on [Problem] How to Disable Attack Pings

    Have heared by a friend that this is done by Alerts, but not sure. See in Data Editor, maybe you can disable those Alerts...

    Cheers Then

    Posted in: Miscellaneous Development
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    posted a message on Only Grant Allied Vision when players meet
    Quote from PurpleFantum: Go

    Alternativly, maybe a targeted ability if all else fails, it would bypass the need for a check and make the players have something more to do than just find each other. It's not perfect but it should workas a last ditch effort.

    A Selection event would do the same...

    Posted in: Miscellaneous Development
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    posted a message on Inventory Help

    @zeldarules28: Go

    I've a Inventory System in my Maps aswell. And it's quite easy (without Triggers) because SC2 Data Editor has Abilitys etc. build in...

    The problem is that the Inventory window will close every time you deselect the unit with the Inventory.
    And by that its closed when you reselect the unit...

    So is there a way to open the Inventory window when the Unit is selected?

    Edit:
    @PurpleFantum: Go Thats what I mean.

    Doas anybody know a way to open the Window by Trigger?

    Posted in: Miscellaneous Development
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    posted a message on Inventory Help

    I'm interrested in the same.
    Maybe using a trigger?

    Open Inv
        Events
            Unit Selection - Any Unit is Selected by player Any Player
        Local Variables
        Conditions
            ((Unit type of (Triggering unit)) is Hero) == true
        Actions
            ------- Open inventory...
    
    Posted in: Miscellaneous Development
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    posted a message on How to get the size of an array?
    Quote from BumpInTheNight: Go

    Sorry, fraid most languages aren't as forgiving as java and this appears to be one of them.

    SC2 Galaxy Editor uses a modified C, wich neither is Object-Orientated nor has dynamic alocated arrays... too bad :(

    Posted in: Triggers
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    posted a message on How to get the size of an array?

    @Nite01: Go

    you will have an other problem: AFAIK can't you give an array as paramter to a function/actionlist.

    Edit:
    @s3rius: Go
    Too late... :)

    Posted in: Triggers
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