Your event isn't fireing. Custom Weapon may not be the correct weapon.
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Feb 27, 2015TMMagic posted a message on How to select all buildings owned to make an action. Need help pleasePosted in: Triggers
I would suggest doing it with triggers, giving what your looking for, unless your map is going to do it often and has a ton of other stuff going on in terms of processing power. - it would just be a simple periodic event based trigger (or timer based) that picks each unit of the desired type and created the desired units - you'd need to do that action for each building type that spawns.
If you want to do it in the data editor, I think it would require a lot more work.
Here's what I"m thinking - Have an invisible unit owned by player 0 that has a behavior with a periodic effect (and you'd need a different behavior/effect for each different spawn time).
When the effect goes off, it searches the area for the desired building type (and you'd need to set each building type to a different attribute or validate each one).
From there, the search area effect would be 'create unit' - again you'd need a different create unit for each unit type created.
This is a ton of work though - You'd need to have a validator for each building type and a create unit effect for each unit. Again, you're probably better off just doing it in triggers, it shouldn't really cause much lag doing it that way unless you're spawning a shitton or have other laggy operations.
Hope this helps.
Feb 27, 2015TMMagic posted a message on [Solved] Need Help Removing Trigger Created DoodadsPosted in: Triggers
So I like to use randomly generated terrain/doodads in my mapping, and have done so successfully, but at the moment I'm working on a map that has different rounds, and I'd like to remove previously generated doodads and create new ones between rounds.
I'm using 'create actor model at point' to spawn the doodads and I'm using invisible units to simulate pathing.
I'm not having any luck utilizing kill model, remove doodad, kill doodad or any of it.
Does anyone have a solution? I'm happy to dive into actor messages if need be, but I'm unsure how to do so.
Dec 18, 2013Posted in: Data
This is solved, the buffs (which are actually attributes) are permanent, not based on duration.
The problem was caused by changing the owner of the unit periodically, which apparently causes behaviors to be temporarily removed.
Dec 17, 2013Posted in: Data
It wouldn't because I already have the unit selected and I'm watching the stats disappear and come back instantly while being attacked. All that would really do is very quickly change my selection or ping the map quickly.
What I need to know, is what could cause behaviors to disappear on a unit without telling them to. (and then come back)
Dec 16, 2013Posted in: Data
I'm having a unique problem on my map, and I'm hoping someone can shed some light on the subject for me.
I'm using behaviors to give attribute bonuses to basically all the units on the map (via triggers) and it works fine, but I've noticed in some instances, units lose their behaviors and then it's re-added very quickly, giving them an instant health boost...
It also seems to do it more often when the unit is attacked by 2 "neutral" (owned by player 13) units (which are stationary)
I'm, in part, wondering if this could be due to the fact that player 13's slow is set to "closed", please let me know if you have any possibly solutions.
Jul 5, 2013Posted in: Data
I wanted to remove the actual xp bar because it removed the icon for the second weapon attached to the unit. It would be a big burden for players to not be able to check those stats.
I was hoping I could have a bar above where it states the current level of the unit (because I have that already updating). I see a bunch of status bars, including health, energy, shield, progress, custom, ect ect, and I was hoping to use those to create it either above the unit or by the level text.
Would a layout file actually add it? I mean it's already there isn't it. The layout file would only display the information in a different way right?
As of right now, I resorted to using a dialog overlapping the level text that fills up as a unit gains experience.
So, this is sorta solved, feel free to post any answers to my questions for future reference. Thanks for the support.
Jul 4, 2013Posted in: Data
So I want to say I've seen a progress bar that hovered over the unit stats portion of the UI, and I'd like to know how to add one. I don't mean to say this progress bar was one that blocked out the unit stats entirely, like usual progress bars, but one that was added to it, below the unit's name.
Basically, I want an Xp bar, attached to the unit in the stats area (the bottom center of the usual screen) that acts like an xp bar but without covering up a secondary weapon.
Thanks in advance for any help, feel free to post questions for more clarification.
Feb 12, 2012Posted in: Team Recruitment
Did kuulgryphun3 ask cowicula if he could do it? Did the creators of ice, jungle and island trolls ask cowicula? No. Did the creator of the actual game Stranded ask cowicula? No.
Did anyone ask the original creator of tower defense if they could recreate it? No.
I consider Wilderness Survival to be a genre. I'm not here to recreate their game. I'm here to create my own.
Wilderness Survival is not a copyright production. As such, I'm doing nothing wrong at all.
I, myself, have a lot of respect for those authors as well, and I'm honoring them by recreating it. I doubt any of them would mind, especially when kuulgryphun3's and cowicula's map have both actually been stolen and edited in the past to the point where the original author was forgotten without credit.
Feb 7, 2012Posted in: Team Recruitment
Magic.Inc is looking for a UI Editor!
- Must be able to design an Inventory system (not blizzards) with custom UI
- Must be able to implement the UI onto the map and work with our trigger editor, o3210.
- Magic.Inc is currently designing a Wilderness Survival map (similar to the warcraft 3 wilderness survivals [ice,jungle and island trolls/ Cowiculua's, Kuulgrphyun3's wilderness survival)
- We have a very dedicated trigger editor eager to start, and a talented item designer.
- I, myself, will be doing most of the gameplay designing, units/buildings, and terrain.
- We need YOU to implement a new inventory system to replace blizzard's tiny icons (How you want to do it is up to you).
Compensation (Yes I will pay you)
- Once YOUR part of the work is finished, I will pay you $15 of my money. - This must be to MY standards (which isn't hard, just no half assing it)
- If the map itself is finished, I will pay you an additional $15 of my money.
- If the map in any way, shape, or form, earns any additional money, the money will be split among all team members.
Feb 4, 2012Posted in: Map Feedback
Hey, great map over all man. I do want to say it does get a bit laggy with all the UI stuff and people generally don't care enough to leave when they have a bad system. I hope you're able to cut back on UI or something to make it more workable for more systems. Secondly, players who are the king and gg early on remain the king. So if player A is the king and doesn't want to play a certain player, they can type gg and still remain the king...which seems extremely unfair :) These are my 2 only concern with the engine you've created.
Now down to business.
I discovered today a different map every time I play and I was hoping you could share with me how this is done. The only thing I see possible is uploading a different map every so often, several times a day and well, obviously you're not doing that.
Secondly, I was hoping other, non-ladder maps could be added. I'm in a game on Cloud Kingdom right now and well, due to the lack of players wanting to play on non-standard maps, I myself, have stopped mapping 1v1 maps. This could be an out for a lot of people who wish to see their map get a spotlight. Obviously, we'd have to have some sort of test to see if a map is balanced enough to be added.
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