on flags i clicked full close. all the animations work correctly know. except it fires my animation missle at the wrong time. after the ranger moves her bow down it fires making the projectile spawn sideways then fly out straight.
i have requirments which show an upgrade ability when it is at level 0 but when i have the requirements on the button and in the ability it disables the minerals and time from the button tooltip which i want it to show.
i know how to make the unit i get that. how do you figure out the size of your hexes? and how do you store the points into an array? how are you supposed to figure out how many hexes will fit inside a certain region?
Okay so I’ve been reading on how to make the hexagonal grid. and i don’t understand how I’m supposed to find the center of each hexagon and save it into an area. how many hexagons will be in the area? will someone please help me out with all this?
sweet im starting to understand this after reading up on some articles. however im having trouble as i dont know any galaxy code. could you direct me somewhere to get me started on that?
I wish the guy who made that tact map was more organized because that would be perfect for my map. I still haven't made any progress and am getting frustrated but i really don't want to give up on this map. its nice because all three of our maps are going to be the same concept but very different.
Lol because i’m not very good with the trigger editor and it was just a placeholder to get the unit movement. That’s why i posted on your post. the movement is with the trigger. when i select the marine it stores it and when i select a supply depot in range it moves the marine to the selected depot.
Yeah what i had was any unit enters within 1.0 of a lower supply depot. remove one buff stack but the attributes still stay so it proves that the stacks were not removed. That is a great idea man. the unit runs out of steps you could order a hold position. ima make a video of what i have so far and put it up.
I'm currently making the same type of game and am looking for/using the same ideas you posted. Ive got moving to a set position through clicking a lowered supply depot and ordering a marine to move to the selected unit. i used buff stacks through and an attribute just to show the steps of the unit. but i cant figure out how to take the steps away.
Is there a way so that a units attribute can be detected through triggers. So as to take that units combined with other units attributes and combine them into a variable. Lets say player one has 3 buildings each with the same attribute but each building has a different number of attributes. Building one has 20, Building 2 has 15, and building 3 has 45. I want to be able to get those numbers from each building and store them in a variable which would = 80 in this case.
Hey guys. I'm looking to make a grid movement system where each unit has a certain amount of steps they can take but they can only move along a grid. Say i had a unit with 6 steps and i click a square 3 steps away. he walks to that space and has 3 steps left. or say i clicked a square 7 spaces away the unit takes the best path until it reaches 6 steps. I'm not quite sure where to get started on this one.
0
on flags i clicked full close. all the animations work correctly know. except it fires my animation missle at the wrong time. after the ranger moves her bow down it fires making the projectile spawn sideways then fly out straight.
0
Is there a way you can play multiple animations for an attack. I have 4 animations that need to play in order to make the attack look right.
This works so far but it only plays the opening for the first playthorugh. after that it only plays the content and closing.
0
i have requirments which show an upgrade ability when it is at level 0 but when i have the requirements on the button and in the ability it disables the minerals and time from the button tooltip which i want it to show.
0
@Drakken255:
i know how to make the unit i get that. how do you figure out the size of your hexes? and how do you store the points into an array? how are you supposed to figure out how many hexes will fit inside a certain region?
0
Okay so I’ve been reading on how to make the hexagonal grid. and i don’t understand how I’m supposed to find the center of each hexagon and save it into an area. how many hexagons will be in the area? will someone please help me out with all this?
0
sweet im starting to understand this after reading up on some articles. however im having trouble as i dont know any galaxy code. could you direct me somewhere to get me started on that?
0
Well i dont know any galaxy. and i don’t understand what you guys are telling me to do lol.
0
I wish the guy who made that tact map was more organized because that would be perfect for my map. I still haven't made any progress and am getting frustrated but i really don't want to give up on this map. its nice because all three of our maps are going to be the same concept but very different.
0
Lol because i’m not very good with the trigger editor and it was just a placeholder to get the unit movement. That’s why i posted on your post. the movement is with the trigger. when i select the marine it stores it and when i select a supply depot in range it moves the marine to the selected depot.
0
0
@Drakken255: Go
Yeah what i had was any unit enters within 1.0 of a lower supply depot. remove one buff stack but the attributes still stay so it proves that the stacks were not removed. That is a great idea man. the unit runs out of steps you could order a hold position. ima make a video of what i have so far and put it up.
0
I'm currently making the same type of game and am looking for/using the same ideas you posted. Ive got moving to a set position through clicking a lowered supply depot and ordering a marine to move to the selected unit. i used buff stacks through and an attribute just to show the steps of the unit. but i cant figure out how to take the steps away.
0
Is there a way so that a units attribute can be detected through triggers. So as to take that units combined with other units attributes and combine them into a variable. Lets say player one has 3 buildings each with the same attribute but each building has a different number of attributes. Building one has 20, Building 2 has 15, and building 3 has 45. I want to be able to get those numbers from each building and store them in a variable which would = 80 in this case.
0
Hey guys. I'm looking to make a grid movement system where each unit has a certain amount of steps they can take but they can only move along a grid. Say i had a unit with 6 steps and i click a square 3 steps away. he walks to that space and has 3 steps left. or say i clicked a square 7 spaces away the unit takes the best path until it reaches 6 steps. I'm not quite sure where to get started on this one.
0
Hey guys. I'm trying to recreate the camera from The legend of zelda games.
Here is a video of the gameplay
I've been trying to recreate this camera for the past 2 weeks and i just end up starting over every day.
I would also like to recreate the lock on system as well.
Anyone know or could help me out in trying to do this?