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    posted a message on Current Text of Dialog Item == X

    Doesn't seem to exist. Current value of dialog item works if you convert a string to a real, but it throws an error as well. Anyone seen a direct string comparison?

    EDIT: Converting to a real doesn't actually work at all. The trigger was just executing anyway. It must be impossible to compare the string on a dialog item.

    Posted in: Miscellaneous Development
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    posted a message on [Question] Modifying Textures on Terrain through Triggers/Actors

    You can use an Environment trigger to modify creep. Have it pick every unit you need to and remove creep from the point of the unit. It'd be inefficient to check a whole team's units though, so you might want some conditions to limit how many you are checking, if we're talking about a large number of units.

    Posted in: Miscellaneous Development
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    posted a message on How can I make Medic gain XP while Channeling Heal

    doing it giz's way is pretty good, you could then use Catalog triggers to change the amount of exp whilst ingame.

    you could also cheat very poorly and do a trigger like
    Event / Unit - Any Unit Energy Changes
    Conditions / Unit Ability Command State (Triggering Unit, Heal, Executing) = true
    Then add exp in actions.

    Posted in: Miscellaneous Development
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    posted a message on Building Collision

    I assume you play around with the Movement -, properties in the unit itself. Try removing it's structure flag in Movement - Collide or change it's placement thingy.

    Posted in: Miscellaneous Development
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    posted a message on Multiple effects originating from a single point in several directions

    I imagine you'd create a "father" persistent which would have a Period count, duration, period effects, offsets and maybe a validator. the effect would to spawn a "child" persistent which generates the flame(s) in it's initial effect.

    I use a similar setup to make a straight line hook like pudge from dota/war3. to make it extend forwards from your dude, put in enough offsets for every count and set the y to a negative number to move it forward each step. i.e -1 -2 -3 -4 -5 -6, ect. I imagine you might have to create a second set of father persistents so you can modify the direction for each line of flame.

    Or something. But yeah I'd actually have to play around with it to figure it out.

    Posted in: Miscellaneous Development
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    posted a message on Question on identifying players

    I was gonna experiment with game attributes, somehow getting lobby players to select a number relevant to their slot and then using that in game to determine their slot position. But haven't tried with that yet. It'd only work if the host makes sure it's line up 1-12 top to bottom in the lobby. or wevs, maybe they can be used a diff way too.

    Posted in: Miscellaneous Development
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    posted a message on Behaviours - What's happened to them?

    @Fullachain: Go

    got all the right view options on? show default, show advanced, ect.

    Posted in: Miscellaneous Development
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