• 0

    posted a message on Player groups based on lobby selection? [Solved]

    I forgot to say thanks after i found it so THANKS. Didn't realize it was under conditions but i was planning to use if then else under a pick each player anyway so it worked nicely.

    Posted in: Triggers
  • 0

    posted a message on Player groups based on lobby selection? [Solved]

    I added a player attribute selectable in the lobby and now i cant seem to find a way to section players off into player groups with it via a trigger. For example if someone selects "Raditz" as their attribute in the lobby i want them in the Raditz Player group. All i really need is a way to reference the lobby attribute selection.

    Posted in: Triggers
  • 0

    posted a message on [solved]Regressive Damage reduction

    @GlornII: Go

    Okay. so i found how you did the string part, i didnt know what functions you used to order it up you only wrote out what it looked like. Thank you very much for your help.

    Posted in: Triggers
  • 0

    posted a message on [solved]Regressive Damage reduction

    @GlornII: Go

    i have everything set up but the damage fraction value isn't being updated when the trigger should be running, could you post a sample map with the working trigger so i can see how that catalog is setup for the string part?

    My project is Hero Income Defense, you can find it in the arcade but its really more of a beta/work in progress at the moment.

    Posted in: Triggers
  • 0

    posted a message on [solved]Regressive Damage reduction

    I am trying to create a exponentially regressive damage reduction that would give a damage reduction % shown by the formula 1-(.988^x) where X is a unit's armor value. (1.2% damage reduction per point of armor) This is similar to the damage reduction from the toughness/resistance stats in Custom hero defense (search it) however i know that the creator of that map has said the stats are only a display value for what is actually going on with triggers. Doing this with armor damage reduction formulas in the data editor isn't an option because of a certain way i am setting up this damage reduction.

    i do believe i have to set up a variable (a real) that will increase whenever the player's armor increases which i have already accomplished. from here i am not sure how to complete the setup for working damage reduction.

    Posted in: Triggers
  • 0

    posted a message on Hero Selection

    its incredible easy to do with dialogs, try dialogs. just link each button to a trigger that fires when the button is pressed that spawns the heroes.

    Posted in: Map Suggestions/Requests
  • 0

    posted a message on [Solved] Behavior with Dodge chance.

    Alright it works now, Thanks to everyone who helped! This was the last piece i wanted done for my map's Beta: Hero Income Defence!

    Posted in: Data
  • 0

    posted a message on [Solved] Behavior with Dodge chance.

    @Necromoni: Go

    im still confused cause i dont now HOW to do a text tag thing to make it show up, like i said i tried mimicking the immortal shields but it says its invalid for use. i have the behavior working (as far as i know, kinda main reason i want text tag up) and its just the text i need.

    Posted in: Data
  • 0

    posted a message on [Solved] Behavior with Dodge chance.

    i need a little more help with that, i cant get it to work, i even tried turning the harden shield ones into my behaviors, for some reason Hardened shield damage handled works, but when i set it to the other behavior damage handled it turns red, i switch it back and wtf it turns blue again.

    Posted in: Data
  • 0

    posted a message on [Solved] Behavior with Dodge chance.

    @MasterWrath: Go

    yea i saw that and thought that is what i needed but i was unsure. just as an extra do you know if i can make the word "dodge" appear over the unit's head when he dodges?

    Posted in: Data
  • 0

    posted a message on [Solved] Behavior with Dodge chance.

    im trying to make a behavior that gives a unit a 15% dodge chance, its a permanant behavior so it doesn't need to have anything applying it i just want the 15% dodge chance.

    Posted in: Data
  • 0

    posted a message on [solved] Setting a unit exp value on creation.

    @gerudobombshell: Go

    when you create a behavior one of the types (buff, attribute, powersource. all behavior types) is veterancy. Name ID Behavior type (in order from top to bottom) and then clicking the dropdown menu veteraqncy is 2nd to last on the list.

    Upadte: i found the root of the problem, apparently (set variable) real:Set to (load real value from bank) set the value to 0 BUT (modify real) real: add (load value form bank) sets it like it should be set. WTF

    Posted in: Triggers
  • 0

    posted a message on [solved] Setting a unit exp value on creation.

    @willuwontu: Go

    in the trigger. Dialog hit- 1. spawn unit 2.set unit to unit group 3. exp trigger. Like i said it works when its set to a value that cant be changed like a variable.

    as soon as map load finishes banks are opened, assigned to a bank variable and the real value loaded from them.

    Posted in: Triggers
  • 0

    posted a message on [solved] Setting a unit exp value on creation.

    @Talon0815: Go

    my code is Set unit property: (last created unit)* (experience) to (EXP[triggering player])**

    • this works when i dont use the variable so its not a problem
      • trigger is run when a player hits a dialog button and the variable is an array.
    Posted in: Triggers
  • 0

    posted a message on [solved] Setting a unit exp value on creation.

    @gerudobombshell: Go

    problem is i can do the exact opposite, so im definitely using the right variable, a real. ive gone through and set the real to start at 75 and it did nothing ive tried using integers as well so im completely at a loss.

    Posted in: Triggers
  • To post a comment, please or register a new account.