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    posted a message on Infinite TD [needs interested parties]

    i just tried it again with the -fastunits thing on insane, and at some point i just gave up because some wierd bug happen related to the unit viewer thing. my camera scroll became very slow and when ever i tried to drag my view on the mini map i would be forced to look onto the point where the bug 1st occurred. I suggest getting rid of the unit viewer thing, i dont see the point of it and its nothing except annoying. Id help test it for you more, but i wont be able to until its gone or at-least disabled from the start

    Posted in: Project Workplace
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    posted a message on Aura not working on preplaced units

    @soulwhip:

    The way auras work is actually just like that. They keep on re-applying a behavior to units thats gives them a buff, the buff only lasts a short time though.
    i'll try to explain how to make it more exactly.

    The tower or what ever you unit you want to have give off the aura is going to need to have a behavior. This Behavior will have a periodic effect, that periodic effect will be a search effect. (still on the behavior) Set the period count to -1 ( i think its default to -1 ) and set the period to some short amount, lets say 1. Now for the Search effect, under the " Search - Areas + " You will want to set another effect here. It will be an "apply behavior" effect, and the range will affect the range of the aura. Also for the search effect mess around w/ target filters to set it to whom you want it to affect ( for example make it exclude enemies or only affect biological units, your choice). The apply behavior effect is just there to well apply the behavior. This behavior will be the actual buff that you want your aura to give off. So set all the modifications and such as you wish. However make sure that the duration is longer then the periodic effect of the 1st behavior ( in this example 1.1 should be enough since for the 1st behavior it was set to 1) and also that Maximum stack count per cast is set to 1. We are making the duration a bit longer because in my experience if its set to the same time, the buff would flicker on and off, and it was just annoying.

    Hope this clears everything up, sry for the wall of text xD

    Posted in: Miscellaneous Development
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    posted a message on Respawn Trigger gives me an error in game.

    @TheRupturedD:

    thats what im using in my map actually for Heros. But thats rly meant for heroes and not creeps or something of that sort. I think whats hes aiming more for is the creep scenario. Where he set a bunch of units in the terrain editor and that they re-spawn after they die. Though triggers with the "General - Custom Script: UnitRevive(lv_dieingUnit) ;" might work for that too. I wonder if it interferes with loot drops tho, someone should probably test that.

    Posted in: Miscellaneous Development
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    posted a message on weather effects for entire map

    The only way i can think of doing it through triggers is maybe if you create a unit with the model of the doodad, and then use a trigger upon map initialization to create a bunch of them in random points across the map. theres also tons of different bubble like effects, if you press Ctrl + Shift + V it will open up the previewer where you can view the different models in the game and their , including effects related to abilities.

    And please stop spam bumping. Its understandable if it has been a few hours and no1 responds, and its a on like maybe the 2nd or 3rd page, but if its still on the 1st page there is no need to bump.

    Posted in: Miscellaneous Development
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    posted a message on Respawn Trigger gives me an error in game.

    For the 1st trigger, you can just change the event to map initialization. and for the action "Unit - Set (Last created unit) custom value 0 to (Real(integerRespawn))" change Last created unit, to Picked unit.

    For the 2nd trigger you need a unit type local variable. This is because certain things are lost when you use a wait action, like "triggering unit". So set the "triggering unit" to the local variable, and use that variable in place of "triggering unit". Might also Create another real type variable to hold the custom value of the triggering unit, since that too will be lost because of the wait.

    Edit: @BumpInTheNight: The 1st trigger is there to "remember" the spot the unit starts out. If you where to save its point in the 2nd trigger, it would revive right where it died instead of where it started out.

    Posted in: Miscellaneous Development
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    posted a message on [Data/trigger]Creating some Buffs.

    You would 1st have to create the buffs in the data editor. Then create triggers with the "add behavior" function (http://wiki.sc2mapster.com/galaxy/triggers/category-unit/ look under behaviors) or you can also make an apply behavior effect and use effect functions ( http://wiki.sc2mapster.com/galaxy/triggers/category-environment/ )

    Posted in: Miscellaneous Development
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    posted a message on Trigger question

    This is extremely easy to do. Im fairly sure you could have figured this out if you attempted it.

    Untitled Trigger 001
        Events
            Unit - Any Unit Enters Region 001
        Local Variables
        Conditions
        Actions
            Unit - Kill (Triggering unit)

    Also there is no need to bump every other minute. It will probably make people want to help you less infact.

    Posted in: Miscellaneous Development
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    posted a message on Basic Trigger - Really need help with this one

    i really suggest just using the data editor for the spells/abilities. The only time id imagine that its worth using triggers for spells/abilities is when their effects are dependent on something that dynamic or cant be set up in the data editor. Like on a units attribute or something.

    However if you rly want to keep the trigger,  i guess what you can do is add the
    "
     General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Owner of (Triggering unit)) == 3
                            (Owner of (Triggering unit)) == 4
                            (Owner of (Triggering unit)) == 2
                Then
                    Variable - Modify Kills P: + 1
    "
    Pick each unit action in the 1st trigger. so it would look something like ( note: im just copying and pasting what you posted, and rearranging it a bit)

    Unit Group - Pick each unit in (Cannonfodder units in ZeratulDMG owned by player Any Player matching Excluded: Self, Missile, Dead, Hidden, Invulnerable, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Set (Picked unit) Life to 0.0
                  General - If (Conditions) then do (Actions) else do (Actions)
                           If
                               Or
                                  Conditions
                                        (Owner of (Triggering unit)) == 3
                                        (Owner of (Triggering unit)) == 4
                                        (Owner of (Triggering unit)) == 2
                                  Then
                                         Variable - Modify Kills P: + 1

    Posted in: Miscellaneous Development
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    posted a message on Basic Trigger - Really need help with this one

    @Orbiter1987:

    Why cant you just make it so that ability does aoe damage and kills the units? That can be done through the data editor and not triggers.

    Posted in: Miscellaneous Development
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    posted a message on Basic Trigger - Really need help with this one

    If you use environment functions ( http://wiki.sc2mapster.com/galaxy/triggers/category-environment/ ) you can set from which unit or player an effect occurs at. So you can try using those. You would be able to use dummy damage effects, and set their damage with catalog set functions.

    Incase that doesn't help just give us more info, like post your triggers or something.

    Posted in: Miscellaneous Development
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    posted a message on Aura not working on preplaced units

    Can you give us some more info? like how did you set up the aura.
    If you make another unit near a tower that you built will it get the bonus, or will units only get the bonus if they were there before the tower was built? If so what you might have to do it make it so that the behavior would constantly be re-applied to all units within a certain area and make it so it lasts only a certain amount of time. What im guessing is happening is that when you make a tower, it applies a behavior to all units around it once, and thats it. So that those units have the buff forever, and new units or tower built after wont get the buff unless another one is built. Thats just a guess and you would have to give us more info to figure out whats actually wrong.

    Posted in: Miscellaneous Development
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    posted a message on Infinite TD [needs interested parties]

    just played a solo game on i think  it was normal difficulty.

    Things u might want to change:
    • The lighting effect were neat but waaaaaaay over the top, when its dark u cant see half ur towers, and you basically cant build, and when its bright its just an eye sore. But i think a day and night cycle would be a neat lil extra to a td just not so over the top
    •the unit viewer *shudder*
    •Pathing changing, This actually wasnt too bad, but in combination w/ the lighting effects rarely working not against you, and not enough time to sell (having multiple units and the unit viewer..... *shudders*) and rebuild a maze to fit the new pathing this can easy make you lose

    Things you might want to change but its probably based on opinion:
    • build time. I found that at some point where i was massing tower, like the sentry or the supply depo it would take too long to actually build them all in time. This is especially an issue later on when ur trying to waste ur minerals faster then ur earning and before you know it you have like 400 minerals and your leaking ( i died on like level ~22 or so w/ ~600 minerals and was frantically trying to build up a maze but couldn't make one in time to kill off the creeps)
    • i tested this solo, but if in multi-player everyone shares the same build area and path, it will turn into a mess and just be chaos id imagine. If thats the case i dont think id enjoy playing it multi-player, might want to give every player their own area of something.

    Things i liked:
    • Random pathing. Its actually sorta neat, just not so much when it changes and you dont have enough time or able to see where u are building. Give player more time or something to build up a maze or something so when it changes its not like a sink or swim situation. I suggestion i have is so that maybe instead of completely changing the whole pathing but keep the beacons in the same spot just change the order which the creeps go to, you could make it an option or something you would choose at the start.

    Overall i think it has potential but needs quite a bit of work. And you should def add more towers and maybe upgrades or something asap. Also point out somewhere that V is the hotkey to sell, only reason i figure that out cause V is the hotkey for salvage so i kinda lucked out, lol.

    Posted in: Project Workplace
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    posted a message on [Solved] Creating a passive ability that applies a behavior to a target when a unit attacks

    @Hobrow:

    Thanks got it to work just how i wanted to

    @Jinxxx123:

    The marauder's slow is caused by an effect the marauders weapon has. My aim was to have it so that even if the units weapon changed, the effect would still be there, but i got it to work thanks to Hobrow. Thx anyways

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Creating a passive ability that applies a behavior to a target when a unit attacks

    I am trying to create a passive ability that when a unit has, what ever unit it attack will have some sort of behavior applied to it. For example Unit A attack unit B, and then Unit B has its attack speed slowed for w/e amount for w/e time. I plan on having it to that the unit will be able to change its weapon through out the game. So it cant be an effect thats linked to the weapon. Anyone have any idea of how i might do this with the data editor (i can probably get it done with triggers but feels like it can be done in the data editor and id rather get it done in the data editor).

    Posted in: Miscellaneous Development
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