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    posted a message on Unit Scale with Level

    You could add a switch.

    General - Switch (Actions) depending on (Experience level of (Triggering unit))
    Cases
    General - If (1)
    Actions
    Actor - Send actor message "SetScale 1.05" to main actor of unit <triggering unit>
    General - If (1)
    Actions
    Actor - Send actor message "SetScale 1.10" to main actor of unit <triggering unit>
    Default

    Or you could set a variable each time the thing is run, and then send the actor message as a conversion:

    variable:
    heroscale[array#ofplayers] <real>

    Actions
    modify variable heroscale[ownerofunit(triggeringunit)] + 0.5
    Send Actor Message To Unit
    Message: Convert String To Actor Message
    Value: Combine Strings
    String 1: "SetScale("
    String 2: heroscale[ownerofunit(Triggeringunit)]
    String 3: )
    Unit: No Unit

    However i dont know myself how you write it out like that

    Posted in: Miscellaneous Development
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    posted a message on Unit Scale with Level

    @Kreusser: Go

    You could use a trigger to register when the hero levels up and then send an actor message to the unit to increase the scale.
    so:

    Level UP!
    Events
    Unit - Any Unit gains an experience level
    Local Variables
    Conditions

    Actions
    Actor - Send actor message "SetScale 1.200000" to main actor of unit <triggering unit>

    Posted in: Miscellaneous Development
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    posted a message on unit spawn/follow

    @Puged: Go

    Create Units With Default Facing
    Count: 1
    Type: Infested Terran (From Terran Infestation Rupture)
    Player: 1
    Point: Point 001
    Flags: No Options

    Issue Order
    Unit: Last Created Unit
    Order: Order Targeting Point
    Ability Command: Scan Move
    Target Point: Point 002
    Queue: Replace Existing Orders

    You can change the target point to be Position of random unit from units in playable map owned by player 1 matching condition hero etc/

    Posted in: Miscellaneous Development
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    posted a message on How to set starting attribute points?

    @KrayzBlu: Go

    on the behaviour list table. do a search for hidden:

    Stats - Flags :: Hidden [tick!]

    Posted in: Miscellaneous Development
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    posted a message on making caves

    There is 1 doodadd of a cave. Think its mar sara cave or somert. Not sure if this will help you but you can have a look!

    Posted in: Miscellaneous Development
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    posted a message on Rewards for kills

    You would probably want to have another variable as a boolean to say theyve already been rewarded that tier's reward and then your trigger:

    if ( Kills[Propietary of Killing Unit] >=100 and Tier1[Propietary of killing unit] = false
    ) then {
    Allow Name_Of_The_Upgrade For Player and set tier1[propietary of killing unit] = true }

    because otherwise everytime they get a kill between 100-200 its going to allow the upgrade.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Data]

    For stun:

    Odin - emp burst apply behaviour.

    Behaviour - modification > behaviour > modify flags:
    supress movement, supress turning, disable abilities.

    Posted in: Miscellaneous Development
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    posted a message on Validation fails on campaign map

    i know that setting races in variants stopped mine from publishing. and ive heard setting colours can also stop it publishing.

    Posted in: Miscellaneous Development
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    posted a message on Some creative twists for a sort of DOTA style map?

    @zeldarules28: Go

    there are lots of aos style maps out there. Dota was not the first and isnt the only, it was just the most played and not necasarily the best. Tides of blood, eve of the apololypse, eternal conflict and many more all had original ideas on this format. You should looks to these to incoporate ideas.

    In tob you could add 1xwave of x unit, in eternal conflict there was a Builder hero whos job it was to upgrade the units spawned and add new and better types to each wave. etc

    Posted in: Project Workplace
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    posted a message on [Data] Effects issue

    your animation is BSD > birth stand and then death. So it plays then animations in that order.

    dont got editor open ==

    Try changing it to animation play and then just use stand

    +not entierly sure on this though, as i dont got it open and im only just getting used to displaying effects. think i got about 10 in my map now on various occasions.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Continuous Unit Creation While in Region

    @Feldeat: Go

    You are right that it starts with 0 but in most cases you will set your variables by player number so set variable name[playernumber] = player1name will still be 1. So its alot easier in my opinion to just skip the 0.

    For instance:

    Pick each player in player group [active player] and:

    - Set variable playername[picked player] = nameof[pickedplayer]

    Or kill counter:

    -modify variable uKills[ownerofkillingunit] + 1

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Continuous Unit Creation While in Region

    @Feldeat: Go

    yeah use:
    Comparison
    Value 1: Number Of Units In Unit Group
    Type: Living
    Unit Group: Units In Region Matching Condition
    Unit Type: YOUR MARINE SPAWNER UNIT
    Region: YOUR MARINE SPAWNER REGION
    Player: 2
    Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
    Count: Any Amount
    Operator: ==
    Value 2: 1

    I updated the above post to make it easier to read also. :D

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Continuous Unit Creation While in Region

    Event==
    [Any unit] enters [unitspawning region]

    Condition==
    unit type of [triggering unit] = [marine spawner]
    your current units in region less than < 48 (and add this one)

    Comparison
    Value 1: Number Of Units In Unit Group
    Type: Living
    Unit Group: Units In Region Matching Condition
    Unit Type: YOUR MARINE SPAWNER UNIT
    Region: YOUR MARINE SPAWNER REGION
    Player: 2
    Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
    Count: Any Amount
    Operator: ==
    Value 2: 1

    Action ==
    if then else:
    if:

    Comparison
    Value 1: Number Of Units In Unit Group
    Type: Living
    Unit Group: Units In Region Matching Condition
    Unit Type: YOUR MARINE SPAWNER UNIT
    Region: YOUR MARINE SPAWNER REGION
    Player: 2
    Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
    Count: Any Amount
    Operator: ==
    Value 2: 1

    then

    unit create 1 [marine] for [triggering player] at spawnregion
    wait 1 [REALTIME] second
    run trigger [nameofthistrigger]
    else:
    skip remaining actions

    So every 1 second it will re-run the trigger, each time checking the amount of units is less than 48, if the dude is still in the spawner region ... if he is itll then spawn unit else itll just stop the loop.

    ===========

    1 trigger

    Posted in: Miscellaneous Development
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    posted a message on Splash Damage and Area?

    In the raynor gaus rifle go to its (DAMAGE) Effect.
    Set the Effect-kind to splash.
    Then go to Search-Area. Click the green cross to add a new field.
    Set the fraction of the damage to say 0.75 (75% of the damage it does to main target)
    radius set to 1
    Click ok, and it should work.

    You can also add validators and filters so splash only applys to targets u desire. (Search - filters where u set filters. eg: exclude hidden dead missle etc) (Validators in the search field - where we set fraction/radius etc)

    Posted in: Miscellaneous Development
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