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    posted a message on Duplicated units losing HP periodically ? lol

    When spine crawlers attack they technically send a projectile. So you must have messed up one of the effects for the  weapon. When duplicating its sometimes good to leave a few things like maybe right now the projectile is linked to a model that doesn't exist or something, or its an issue with an actor. Cant really give u an exact answer but just mess around with the weapon effects, it should be something there.

    Posted in: Miscellaneous Development
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    posted a message on If units owned = 0, how to end in defeat?

    @LordFelco:

    Create a unit group global variable. Then put those units into that unit group.
    Then create a trigger like this

    Marines
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            ((Triggering unit) is in Marines) == true
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in Marines) == 0
                Then
                    Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
                Else

    Posted in: Miscellaneous Development
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    posted a message on A few commands i just can't make

    @ShakiShingi:

    Idk if this will work, but for the name change u can use a set catalog, note this is sorta of an in theory thing because sometimes catalogs just dont work

    Untitled Trigger 001
        Events
            Game - Player Any Player types a chat message containing "blah blah", matching Exactly
        Local Variables
        Conditions
        Actions
            Catalog - Set value of Units (Catalog Units entry (String((Unit type of (Triggering unit)))) scope) "Name" for player (Triggering player) to (Entered chat string)

    it might look confusing but this is probably the only way

    Posted in: Miscellaneous Development
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    posted a message on Hero Designs

    @thewightnish:

    I'm fairly sure that there are tutorials covering how to get the learn ability to work properly, just look around. Its is possible to have abilities damage and range and other effect change with the level of the spell. You have to add several effects for the ability under the data field "Effects - Effects", depending on the level of the spell, it will effect which effect happens. Like i just said though look for tutorials, i'm fairly sure iv seen a few that show how to do it.

    Posted in: Miscellaneous Development
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    posted a message on Unit Training

    @Br0dy:

    Do you want it to train 4 units at once or that the unit it trains can only be made a limited number of times?
    i assume u want the latter. Its fairly simple to do, go to the train ability and look under the data field "Ability - info+" there are fields under that called "Charge -  count (max)" and "Charge - Count (start)". Max is the max charges it can have, start it how many it start out with and use is how many charges are used per buy. mess around with those setting and u should get it to work. I havnt ever actually used any of those setting so idk how it works when it comes to how long until theres an extra charge.

    Posted in: Miscellaneous Development
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    posted a message on Hey A bit New and need some help please

    @sirchibbi:

    Behaviors have a datafield called " Behavior - Validator (Remove)". Create a validator that checks to see if the unit has attacked or not, idk how to make that validator since i haven't had too much practice with them though but it should be possible. Place that validator on the behavior that creates the cloacking damage and speed buff. So that after the 1st attack it all goes away and the damage increase only lasts for the 1st hit.

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    @HandLMaps:

    Can you please explain what you want the win/lose conditions to be. For example do u want a player to lose when they lose all their buildings or they have no more minerals left etc.. From the looks of it you are making the Triggers more complex then they need to be.

    Edit: added a copy/paste of triggers

    4v4 Win/lose trigger

    4v4 win/ Lose
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == The unit you want to trigger a player losing
        Actions
            Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
            Player Group - Pick each player in (Enemies of player (Triggering player)) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of players in (Allies of player (Triggering player))) == 0
                        Then
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                        Else

    FFA win/lose trigger

    FFA win/ Lose
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == The unit you want to trigger a player losing
        Actions
            Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
            Player Group - Pick each player in (Enemies of player (Triggering player)) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of players in (Enemies of player (Triggering player))) == 1
                        Then
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                        Else

    The way tho triggers work is that when a player loses they leave the game, even if they have a teammate who is still alive. Also you would need another trigger to turn one of those top triggers on or off depending on which settings you want

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    @lyravega:

    Can u explain a bit more by what you mean broken? It might be because you are setting it as a string type of variable when a certain function needs text, or its just bugged there always that possibility

    this is getting a bit off topic, but w.e. lol

    Posted in: Miscellaneous Development
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    posted a message on How? one weapon, shooting 4 targets at the same time, or 1 target 4 times

    @Covet78:

    Idk how to do this perfectly but the best i can do is try to send u in the right direction. What you can do is have the search effect as the periodic effect for the persistent effect. This is sorta were idk where to precede, because if you just that what might happen is that each search will only find the same target each time or that even if there 3 units it might end up 1 unit get hit 3 times and another get hit once, basically it could be random targets for each shot. Try messing around w/ search filters and u might wanna look into markers and validators.

    hope this helps

    Posted in: Miscellaneous Development
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    posted a message on [ Triggers ] Some info about the "Unit manipulates Inventory" event inventory triggers in general

    Not sure if this goes here or the trigger forum. This isn't a tutorial that tell you how to do something, but just how somethings functions and events work, that you wouldn't necessarily know at first. I made this just try to give back a bit to the community, its not much but incase some1 whats to do some work related to the "unit manipulates inventory" i wanted to share what i have learned.

    Im gonna go through what each "manipulation" does, even if its sorta obvious
    Uses - When ever you use an item with a charge. (havn't tested a unit w/o charges that you can use as much as you want)
    Sells - When ever u pawn an item
    Receives - When ever u get an item from another unit.
    Picks up - When ever you pick up an item
    Moves - When ever u move an item within a container or to another container, as long as it stays on the unit
    Loses - When ever you lose an item
    Gives - When ever you give an item to another unit
    Gains - When ever you gain an item
    Exhausts - When ever an item with charges reaches 0 charges( idk if its possible but havnt tested with an item that can have 0 charges)
    Drops - When ever you move an item to the floor
    Buys - When ever you get an item from some sort of vendor

    Now to the not so obvious part, and more important info that you would probably want to know when dealing with this event and its parameters.
    Fist, a single action can actually trigger more then one event. For example if unit A give unit B an item, actually 4 events occur, give lost gain and recieve.
    Unit A lost the item, and it also gave it. Unit B Gained and Received the item.
    This isn't unique to unit giving each other items though. For example when you buy an item 2 events happen, buy and gain, take note though that not receive. receive is unique to only when a unit receives an item from another unit not bought from a vendor. That goes the same for example when a unit picks up an item. When a unit picks up an item up it would be considered as gain and pick only.

    Second, when ever u move an item theres a few key things to remember while doing trigger with this event. Move only happens when an item's slot or container is changed. if u give the item to another unit its then not a move event.
    Also if u move an item into a slot occupied with another item they switch places. When this happens it count as 2 move events not one, because the item u selected to move moves, and the item that had the previous slot also moves. Unfortunately when ever you move an item onto another item's slot there is no pre-existing way to refer to the item that was replaced. For Example Item A will be in slot 1, and Item B will be in slot 2, both in the same container. You move Item A into Item B's slot, so that they switch places. Your trigger with the event "Any Unit Moves Any Item" will fire twice, but in each instance you wont be able to refer to the item in any pre-existing way. The function "Triggering Inventory Item" will refer to Item A in one instance and Item B in another, and sadly the function "Triggering Inventory Item Target Unit" doesn't refer to the other Item in neither instance even tho items and technically units.

    Third, When a function is asking for the index of an item like the "Inventory Item Carried" function. The index is determined by which order you got the item, so the 1st item you gained would be 1. However an items index can change if u move it around (not exactly sure to what it changes). In my personal opinion referring to items through indexes is a waste of time because you don't actually know where it is and its just confusing.

    Fourth, All the possible events with items that i could think of fall under one of 4 different events. Lost Gain Move or Use. Just something that i think would be useful to keep in mind while making triggers.

    The last thing that i can think of that deserves mentioning, though this is somewhat minor, when referring to containers they are numbered 1-x (x being how many containers and/or container slots the inventory ability has). Unlike most things in the editor like triggers, there is no 0 container. However when in game the hotkeys for the containers are on the number-pad 0-(x-1).

    Well thats it, i hope that some1 finds this atleast somewhat useful, and tbh doing triggers with the inventory atm is to say the least a pain in most cases. Hope Blizz does something soon about that.

    Please leave any comments or questions

    Posted in: Tutorials
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    posted a message on Making a building shoot?

    @rymonator:

    sry not sure how to fix that, got back into editing recently w/ sc2 being released and the last time i did editor stuff was like 2 months ago lol
    um, i suggest either looking for maybe a td tutorial or something, or even looking at a td someone made, since those have plenty of buildings attacking in any direction

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    well im too lazy to sort though his triggers so imma just copy n paste how a trigger that makes a player lose when they lose a specific unit look

    Untitled Trigger 001
        Events
            Unit - <Unit that if dies causes player to lose> dies
        Local Variables
        Conditions
        Actions
            Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of players in (Allies of player (Triggering player))) == 0
                Then
                    Player Group - Pick each player in (Enemies of player (Triggering player)) and do (Actions)
                        Actions
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                Else

    Posted in: Miscellaneous Development
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    posted a message on Adding/changing weapon effects

    @rymonator:

    well one thing u can do is create a set effect and put the archon weapon effect in it twice then put the set as the effect as the weapon, but i dont think thats what u are aiming for cause then they will happen at the exact same time, so they will overlap and it may not even be clear that there 2 at all.

    Another option is to create a "create persistent" effect, have the archon weapon effect set as the periodic effect then set the periodic count to 2 (can make it more if u want more attacks) and then set the periodic duration for a small amount (this will be how much time passes between each attack). then set the "create persistent" effect as the weapon effect.

    Posted in: Miscellaneous Development
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    posted a message on Making a building shoot?

    @rymonator:

    to make a building be able to attack im fairly certain all u would need to do is give it a weapon. you give units weapons by looking under the unit data type and then look for the datafield " combat - Weapons +" and you add weapons there

    Posted in: Miscellaneous Development
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    posted a message on Help with win condition triggers

    @HandLMaps:

    i took a look at your map, and its gonna be tough for someone to figure out whats going on cause most things are just represented by integers and its a bit too much to shift through to figure out whats going on.
    if you could try to explain what you want the win/lose conditions to be in more detail i could try helping you

    Posted in: Miscellaneous Development
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