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    posted a message on Conditions

    Make 2 global boolean variables. I'll name them Trigger A and Trigger B.

    When trigger A runs set the Trigger A variable to true.

    When trigger B runs set the Trigger B variable to true.

    Your condition then has to look like this:

        Conditions
            Trigger A == true
            Trigger B == true
    
    Posted in: Triggers
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    posted a message on Remove buff icon when disabled by validator

    Not that I know, however I suggest that you use a dummy buff for the icon. Simply set the hidden flag at your buff and let it periodically apply a buff that does nothing, but has the icon as well as the tooltip (if you have one) set. You can also use that dummy buff for visual effecs with actors...

    Edit: Damn you DrSuperEvil :D

    Posted in: Data
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    posted a message on Zolanthorc Ethonel Rorverd Germanitus

    Nice read. However it has some scientific flaws ... starting at earth with 340km/h for 85 years, you wouldn't even have reached the one third mark of the distance earth - mars ;)

    Posted in: Off-Topic
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    posted a message on Eras Zombie Invasion

    NA only? Noooooooo :( I really liked that map in wc3, you need to find an EU uploader :D

    Posted in: Map Feedback
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    posted a message on [Solved]Something wrong with actors!

    Did you try to attach something to it?

    Posted in: Data
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    posted a message on [Solved]Something wrong with actors!

    A screenshot of your involved actors as well as their events is needed if you want any help at all. It's impossible to guess what you did wrong just by seeing the end result as well as 2 error messages. Actors are far too complex for that...

    Posted in: Data
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    posted a message on What's wrong with condition?

    If you want to connect 2 conditions with an OR, than thats how you do it:

    Or
        Conditions
            Condition 1
            Condition 2
    
    Posted in: Triggers
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    posted a message on Passive ability that randomly triggers a behavior?

    You would have to do something like that:

    - Initial Behavior

    • Duration: 0
    • Period: 3
    • Effect Periodic: Apply Attack Speed Buff

    - Apply Attack Speed Buff (Effect)

    • Behavior: Attack Speed Buff
    • Chance: 0.125

    - Attack Speed Buff

    • Modification: Combat: Attack Speed Multi: 1.2
    • Duration: 3

    This works fine for me.

    Posted in: Data
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    posted a message on Something WC3 never gets credit for

    I don't see "refreshing" as a good point. It was rather anoying...

    Posted in: General Chat
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    posted a message on Seriously Enfos?
    Quote from peeeq: Go

    You should try Hero Line Wars by Kueken: http://www.sc2mapster.com/maps/hero-line-wars/

    It is somehow similar to Enfos.

    Not realy. In enfos you can actively fight your opponents with your spellbringer (or however it was called) a building that allows you to cast offensive spells on your opponent (stun, dispell to remove buffs, spawn 3 waves higher monsters to defend yourself or to attack your enemy, feedback), while in HLW you have to send units. That brings me to the next point, in enfos you don't have a regular income, you have to kill the spawning monsters to get money and each team gets the exact same number. While in HLW you get the majority of your income via the income that you generated by sending monsters to your opponent. Therefore the required APM is also way higher in HLW that in enfos. While there are more, I think that those are the most important differences.

    Posted in: Map Suggestions/Requests
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    posted a message on Masters Please Help (Solved)

    Had a look at it as well and even deleting/resetting everything didn't solve it.

    I suggest that you start with a new map and constantly check for the bug to appear.

    Posted in: Data
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    posted a message on Suggestion for Blizzard(Test Private Map)
    Quote from Lonami: Go

    2: require a password in the first 30 seconds, or kick the player out (host having a password could allow everyone in lobby to play, letting new people in, and you could compare the name of the host to make sure only allowed people can play)

    You cant compare playernames with anything, because they are text and not strings. So that doesn't work.

    Posted in: General Chat
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    posted a message on [Solved] If more than 5 exist, kill 1
    Quote from Alevice: Go

    I have a tricky ugly solution.

    The caster would apply a buff to each new unit, and displace them as units grow. Here is a simple example, with 3 units:

    Caster summons unit. Unit1 gets Buff1.

    Caster summons another unit. Unit1 gets Buff1 removed and gets Buff2 applied, while Unit2 gets Buff1 applied. All these applied by caster.

    Caster summons yet nother unit. Unit1 gets Buff2 removed and Buff3 applied. Unit 2 ggets Buff1 removed and Buff2 applied. Unit3 gets Buff1 applied.

    Caster summons yet another unit! Unit1 gets Buff3 removed and InstaDeathBuff applied. Unit 2 ggets Buff2 removed and Buff3 applied. Unit3 gets Buff1 removed and Buff2 applied. Unit4 Gets Buff1 applied.

    See what i did there. A bit hacky, but should have them bound to casters.

    I already did that (see attached map of post #11) but it doesn't work sometimes.

    Posted in: Data
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    posted a message on [Solved] If more than 5 exist, kill 1

    Yeah I tested it for the first 7 turrets or so and it worked fine, but the longer I was placing turrets the more bugged...

    Posted in: Data
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    posted a message on [Solved] If more than 5 exist, kill 1

    The attached map file might be what youre looking for.

    However I limited the turret count to 3. But it's expandable. If you have any questions how I made it, feel free to ask.

    Edit:

    Things to note:

    • Kills the oldest turret
    • Cooldown on Build Auto-Turret is needed to prevent a bug (doesn't work always)
    Posted in: Data
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