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    posted a message on [Lobby] Set of Attributes per Team

    Hokay so I've got 2 teams on my map. Each player plays a role in the team and can select that role in the lobby. The opposing team has the same roles to choose from. So it's like

    • Team 1: Attacker, Midfield, Defender
    • Team 2: Attacker, Midfield, Defender

    The straightforward answer would be to make those 6 values in the attribute and set it to first come first serve right? job done. unfortunately I can't get away with that, because that would allow two attackers or two defenders on one team and that's not cricket. I can't figure out how to set this up so you can only have one of each role for the two teams. Has anyone figured this out or is an ingame approach the best way to go?

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to have multiple buildings of the same type apply an overall bonus (stacked) to all units?

    An upgrade is a pretty good way of doing it. I assume he means it's a tab of the data editor, but I dunno. I've not done upgrades before but I quickly looked at them for you. You might be able to set Max Level to higher than 1, then in the Events +, add an event that increases the cost of the upgrade itself. And then add a trigger that on Unit Death, If Unit Type == Engy Industry, Reduce Upgrade Level by 1 or whatever.

    If upgrades don't work you could do a stackable buff and use triggers to apply that to every unit or whatever, but Upgrades would be 300 times more elegant and better.

    Posted in: Miscellaneous Development
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    posted a message on Computer controlled heroes

    DoTa itself has AI maps, maybe you could open one of them if they're unlocked...

    Posted in: Miscellaneous Development
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    posted a message on My Spanky New Unit Is A Mute!

    Does the command card have the patrol on it? It's gotta be an Ability Command type with the ability Move and with the command Patrol.

    EDIT: If you meant how do you do it in triggers, then I'm guessing you do an Issue Order action and change the thingy "Issue Order With No Target" to Issue an Order Targetting A Point and select patrol or move or whatever it is.

    Posted in: Miscellaneous Development
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    posted a message on Removing Doodad Collision

    oops and in classic me-style i solved it as soon as i posted this. Xel'Naga Hull Reactor has an actor, that actor has a footprint. remove it. thanks everybody.

    Posted in: Miscellaneous Development
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    posted a message on Removing Doodad Collision

    I've read heaps of threads about /adding/ collision over a doodad but Xel'Naga Hull Reactor has collision and I want to remove it, so units just pass through, but I cannot figure out how for the life of me.

    Posted in: Miscellaneous Development
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    posted a message on [Lobby/Game modes] The complete guide/reference

    great info thanks soul

    Posted in: Tutorials
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    posted a message on [Combat AI] Lacks Common Sense - Editor Help

    You could turn on the flag AI Always a Threat in the unit thing. It makes the AI always target over any other unit, like medivacs. But I dunno for sure if this fixes your problem.

    Posted in: Miscellaneous Development
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    posted a message on Triggers for Manual AI Mineral/Gas Harvesting

    Unit - Issue an Order. Then in the thingy down the bottom change the bit where it says Issue Order with No Target, to Issue Order Targetting a Point, find the closest mineral patch and order it to Mine/Gather (i imagine) there.

    Posted in: Triggers
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    posted a message on Nexus Destroyers Lobby is anoying...

    This is the same problem everybody's having. Players are assigned their number based on the order they join in. So if I join when there's 10 players in the lobby, I become player 11 and even if I move into team 1 and sit in the second slot, I'm still player 11. Locking the teams forces people to sit in the slot they were assigned which should be the same as the order they join in, so that works as you found out.

    This wouldn't be so bad if you could get some information about the lobby in the trigger system and reconstruct things there, but you can't. So you basically have to find a way of re-doing alliances in game, even going out of your way to repick teams again if you want to give players the ability to choose their teams. That's what I understand of it and am basically re-doing the lobby in game to fix it :/. Blame blizz. It sucks.

    Posted in: Miscellaneous Development
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    posted a message on [Lobby/Game modes] The complete guide/reference
    Quote from bravetarget: Go

    @GwionBach: Go

    Count me in.........I've tried just about every combination, but no matter what they wind up playing on the team in the order they joined:

    e.g. Host is always player 1 team 1. 2nd person to join is player 2 team 1. etc....

    There has to be an easy solution to this! I've seen other maps have draggable teams that reflect the setup ingame

    I don't think this is possible. What maps did you see it in? I'm making a complicated in-game lobby system just to get around this.

    Posted in: Tutorials
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    posted a message on Wait blocks?

    Wait wasn't very accurate in war3, it was much better to use/re-use timers for everything that needed to be exactly timed, like cinematics. You will probably get equally accurate results out of timers in sc2 as well. But I don't know if wait blocks exist in sc2 sorry.

    Posted in: Miscellaneous Development
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    posted a message on Current Text of Dialog Item == X

    bump

    Posted in: Miscellaneous Development
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    posted a message on Possible to make a unit take % more damage from only 1 effect?

    You could give the attacking unit an invisible buff and use a validator to check for it? There's probably a better way though.

    Posted in: Miscellaneous Development
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    posted a message on Workers circle geysers before gathering from them

    That is awesome. You could put a pathing blocker behind it...

    Posted in: Miscellaneous Development
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