CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on wtf?

    @BasharTeg: Go

    Didn't work. I have no custom dependencies.

    @Charysmatic: Go

    Also didn't work...

    Posted in: General Chat
  • 0

    posted a message on wtf?

    Ok so it's time based? My map isn't corrupted? I can open other maps just fine. No idea wtf is going on.

    Posted in: General Chat
  • 0

    posted a message on wtf?

    is the deal with this?

    Posted in: General Chat
  • 0

    posted a message on Mutalisk attack coming from ground

    @fishy77: Go

    Thanks. The weapon was actually missing the entire attack actor lol.

    Posted in: Data
  • 0

    posted a message on [SOLVED] Veterancy Levels - Stopped working...

    @FunkyUserName: Go

    I made zero changes to the larva. Didn't touch him.

    Something similar happened where all of my pre-set heroes/units on the map weren't being able to have their levels set the same kinda way. I had to remove the behavior from them, at map start, then RE-ADD it and set the level and it works. No idea why that broke. I tried this method when the hero is loaded from the bank, remove and apply a new one. Same problem.

    UPDATE:

    So I tried taking a brand new unit that has never been modified and added the behavior. No exp. So I decided to try to add the unit threw triggers. I waited 60 seconds game time, spawned the unit, and now it works............................ WTF. AT LEAST I HAVE A PLACE TO START NOW JESUS. Stupid

    It was a rogue trigger that picked all units and disabled exp....

    Posted in: Data
  • 0

    posted a message on [SOLVED] Veterancy Levels - Stopped working...

    All of a sudden the Larva hero in my map stopped gaining experience. I put in some text message trigger code to test it. The trigger added the exp, but the behavior is not taking it. I tried enabling experience directly on the behavior and it won't take exp. I tried copying the behavior and using it on the larva and still no luck. I tried duplicating the larva and no dice. I tried giving the larva a different level behavior that works on other heroes and no dice. ALL the other 16 heroes in the map work fine.... I have literally no idea wtf is causing this?

    I cannot even give him a level threw triggers.

                    Unit - Set (Picked unit) Level to (((Picked unit) Level (Current)) + 4.0)
    

    Doesn't work on him. I also tried removed all levels from the behavior and re-adding in just 1. Still no dice. WTF!

    Posted in: Data
  • 0

    posted a message on Mutalisk attack coming from ground

    How do I make it attack from the air?

    Posted in: Data
  • 0

    posted a message on Spell Power From Triggers

    @BasharTeg: Go

    The original behavior is being applied by the hero. This second buff is a spell power version of the buff.

    Update:

    I just decided to change how it works completly. It's working fine now. Thx

    Posted in: Triggers
  • 0

    posted a message on De-Agro System

    @abvdzh: Go

    Ya here is your map with a compare vetrancy levels. Doesn't work.

    Posted in: Data
  • 0

    posted a message on Spell Power From Triggers

    bump

    Posted in: Triggers
  • 0

    posted a message on De-Agro System

    Ok. So I can't get this to work. I have the scan range set to 0. Ranged enemy units will auto attack regardless of the validator based on thier vision I believe. Now for melee, they just flat out won't attack unless u walk RIGHT up to them.

    Here is how I have everything setup. Is something wrong?

    I tried greater and less than with no dice. On the attack order, the order is to attack the target? What is the target? Should that be different?

    Posted in: Data
  • 0

    posted a message on [SOLVED] Leveling System
    Levels
        Events
            Unit - Any Unit gains an experience level
        Local Variables
            Player = (Owner of (Triggering unit)) <Integer>
        Conditions
            ((Triggering player) is in Players) == True
        Actions
            General - Repeat (Actions) ((Experience level of (Triggering unit)) - Hero Current Level[Player]) times
                Actions
                    Variable - Set Hero Current Level[Player] = (Hero Current Level[Player] + 1)
    
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Hero Current Level[Player] mod 3) == 0
                        Then
                            UI - Display "+1 Ability Point" for (Player group((Triggering player))) to Subtitle area
                        Else
    
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Hero Current Level[Player] mod 5) == 0
                        Then
                            UI - Display "+1 Mutation Point" for (Player group((Triggering player))) to Subtitle area
                        Else
    

    This is how I got it working.

    Posted in: Triggers
  • 0

    posted a message on Nydus - Load burried

    @FunBotan: Go

    Wow I'm retarded. One hero had cargo set to 1. I was testing the other one thinking they were setup the same. The one I was testing had cargo size 0. Sigh. Thank you lol

    Posted in: Data
  • 0

    posted a message on Spell Power From Triggers
    Add More Debuffs
        Events
            Unit - Any Unit has Zergling - Toxic Cloud - Damage change Create
        Local Variables
            Unit = No Unit <Unit>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Triggering unit) is alive) == True
                Then
                    General - Switch (Actions) depending on (Triggering behavior)
                        Cases
                            General - If (Zergling - Toxic Cloud - Damage)
                                Actions
                                    Unit - Add Aptitude Count[(Get Effect Origin for (Triggering behavior) on (Triggering unit))][1] Zergling - Toxic Cloud - Damage - SPELL to (Triggering unit) from (Triggering unit)
    

    IF the unit dies from the damage off of the buff added here. The game won't register the killing player, being the player. It will register as player -1. See how there is a field FROM (triggering unit). What do I change this to, to have the game register the player who cast the original spell?

    Posted in: Triggers
  • 0

    posted a message on Nydus - Load burried

    I can't get this to allow burried units. The only relative thing I see is the ability target filters. I allowed burried, but still no dice.

    How do I allow burried units?

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