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    posted a message on [Trigger Help] Getting Error I can't figure out.

    @EphemeralNight: Go

    Nah it's from the value going over (see value: 16, min:0, max:15). Really need to see your other triggers, in particular what you set your array values as. This doesn't seem the case but have you accounted for the fact that arrays start at 0 while player counting starts at 1?

    Essentially it's trying to create a unit of type PlayerCharacterType[16], which doesn't exist. My only guess as to why your conditions don't stop this is because you have a wait 2 seconds timer; and I think that during those 2 seconds the ownership of said dying unit might somehow switch (to player 16? because unit decays?). What you may want to do is use a local variable int PlayerOwn = 0 then run set PlayerOwn = TriggeringPlayer at the very beginning of the trigger. Then instead of TriggeringPlayer, use the variable PlayerOwn. That way, if the ownership of dying unit somehow switches during those 2 seconds of game-time, it won't matter.

    Alternatively, I forget whether multiple conditions in the Conditions default to OR or AND relationship. I would assume AND, but assumptions are never very wise. So you may want to put your two conditions under an AND, just in case.

    Hope this helps!

    Cheers!,
    Xen.

    Edit: I took the liberty of testing this change for your map and it worked. Cheers again!, Xen.

    Posted in: Miscellaneous Development
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    posted a message on Flip a unit onto it's side?

    @SystemSe7en: Go

    lol. topic's even on the first page of threads.

    It's kinda like... I feel as if I've answered how to alter unit / building cost & build-times so many times

    Posted in: Miscellaneous Development
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    posted a message on Reconsidering an ability on my hero

    @AegisRunestone: Go

    I'm not really sure how to do a kill chain without triggers. I assume you want to avoid using triggers because you want your hero to be readily available to others (or to your other maps with a minimal of effort). To be honest, you can do that with a trigger library just as easily (if not more easily) as importing data. Still, if you must, I imagine that it would be something along the lines of the void ray's double -> quad damage effect, except instead of damage increasing, you'd be increasing either energy leech on your weapon or adding behaviors that increase energy regeneration (if that's even possible).

    Alternatively, I think a damage shield that converts damage into energy for a short while would also be... perhaps not amazing but strategically interesting.

    Posted in: Miscellaneous Development
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    posted a message on Help Me! :) Adding abilities to a building

    @Valchris:

    To add a new upgrade:
    1) make upgrade (upgrades tab)
    2) make requirements for upgrade (requirements tab)
    3) make research / evolve button for upgrade (buttons tab)
    4) add upgrade to the building's research ability (it'll be under 'info' or maybe it's 'tech'; if building has no research ability yet, then give it one) and don't forget to put the requirements on the ability (ability tab)
    5) add upgrade to the building's command card (unit tab)
    6) ???
    7) make money

    Posted in: Miscellaneous Development
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    posted a message on Reconsidering an ability on my hero

    @AegisRunestone:

    I personally would advise against any ability which requires the player to "stand still."

    Doing nothing... is so not a skill.

    Energy regen in general is kind of boring. If I ABSOLUTELY HAD TO HAVE a regen skill, like if a chupacabra burst into my house and forced me, at sucker-point, to put in an energy regen skill, I would tie in with a kill chain where my hero's energy regeneration scales upward each time I kill unit. And I'd put a 4-5 second cooldown on it before it reset back to default. And I don't even think that would be that hard to code.

    Lore-wise, I would make it out to be psionic life leech. Kheldrun is no monk, he's a psionic warrior, and he finds his concentration in slaughter. Lore is the last thing I'd worry about -- with enough creativity, you could link eating a hamburger to psionic prowess.

    Posted in: Miscellaneous Development
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    posted a message on Victory / Defeat

    @WraithChaser:

    Same place you found playergroupwinner...

    playergrouploser is a locally defined variable and you'll therefore find it in the variables section when selecting the player group for that action.

    Posted in: Miscellaneous Development
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    posted a message on Increasing/ Decreasing % damage reduction Behavior, possible?

    @crazyfingers619:

    Alas, that is the only way that I have discovered.

    Posted in: Miscellaneous Development
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    posted a message on Help with nuke research

    @Luthion:

    the arm nuke magazine IS the ability you want...
    go into info
    edit that command.

    Posted in: Miscellaneous Development
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    posted a message on FPcc(first person close combat)

    @JnAkers:

    There are tons of maps that can serve as a resource for you. Here's two:

    http://www.sc2mapster.com/maps/top-down-fighters/
    http://www.sc2mapster.com/maps/big-blue/

    Posted in: Miscellaneous Development
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    posted a message on Critical bug with core SC2 player array in patch

    @Thalassicus: Go

    My map also has this error (or at least a similar error), but I wasn't using 16 players. I was using 4.

    Strangely enough I traced my error to the fact that my loading screen text had a Y offset of -100. Switch to 0 or greater, and I could load it up again.

    I believe that the error's related to some change in how the game & editor load map info.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Create UI Skills

    @Psiclone01: Go

    I was working on a similar problem Psi, but unfortunately I found no way to change the cursor graphic through triggers, which is unfortunate. May have to custom script that.

    Posted in: Miscellaneous Development
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    posted a message on help with beam weapons

    @qerodar: Go

    In your new actor Mage - DisruptorAttack (Unnamed) you need to alter the beam field to your new beam, i.e. change it from DisruptorAttackBeam to DisruptorAttackBeam2. A single little 2, that's all you need :>

    Cheers!,
    Xen.

    Posted in: Miscellaneous Development
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    posted a message on actors of type action & end point targeted attachments

    @ezbeats: Go

    A little hard to help with the details you've given but basically I would suggest that you take a look at an ability / actor which needs no target unit (like psi storm) or no target point (like siege tank morph) and use those to figure out how to create whatever it is you're trying to do.

    Posted in: Miscellaneous Development
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    posted a message on Changeling

    @ST4RKiLL3R: Go

    Alright I got it working.

    So I took a look at your map and everything looked good but then I noticed that the validators are only checking for race. So for example the validator for the zergling switch checks to see if the unit's race = zerg, therefore ANY zerg unit would activate the zergling switch. Which is why the infestor caused the changeling to morph into a zergling.

    I tried altering that to check for name but that didn't work, so instead I replaced the validator "Disguise as Zergling" with "Is Zergling" which checks to see if the target unit is a zergling. Is Zergling already exists but you'll need to create new validators for the rest of them. So I made a "Is Infested Terran" validator and slapped that baby on and it worked like a charm.

    Let me know if you have any further problems.

    Cheers!,
    Xen.

    Posted in: Miscellaneous Development
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    posted a message on Weapon firing point of origin [SOLVED]

    @helwet: Go

    The attachment point you want for the warpgate is either Damage 02 or Target. I attached a screenshot which will show you how to find attachment points using Galaxy Editor's previewer. To get to wireframe mode either go to Render -> Wireframe or press the W key. I'm not entirely sure that'll give you what you want but that seemed to be the question you were asking.

    Void ray beams is actually more complex. Look for the effect Void Ray - Void Ray Charge Effect 01. See where it says:
    Expire Effect - Void Ray - Void Ray (Chain Set 2)
    Period Count - 6
    Period Duration - 0.6

    Essentially that means that the first level of damage occurs 6 times, every 0.6 seconds and then afterwards upgrades to the next level of damage. Thus it takes 3.6 seconds to reach double damage and then if you go into Void Ray - Void Ray Charge Effect 02, you'll see the same thing:
    Expire Effect - Void Ray - Void Ray (Chain Set 3)
    Period Count - 6
    Period Duration - 0.6

    which means it takes another 3.6 seconds to go from quad damage to double damage.

    As for the second part, for the stacks to reset upon killing a unit, I thought that it already did. You might try altering the duration of the double & quad damage behaviors (which serve as validators for the many effects used in creating the void ray damage).

    Posted in: Miscellaneous Development
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