Cus it's not just 2 behaviours or effects I'm trying to do it so that it should support upto 1000000 behaviours and effects and if I can use just 1 and deal diffrent amounts of damage with it etc.. that would be alot cleaner then using lots of behaviours and effects.
Edit: just tested it when I change the damage value from 20 every 2 sec to 50 and the behaviour is aplied before I change it to 50 the unit takes 50 damage a tick instead of the normal 20.
I have a DoT behaviour (behaviour that ticks every x seconds and applies a damage effect) now what I want to know is if I apply the behaviour to unit A and it deals 100 damage over 10 seconds every second and then a second later I apply it to unit B and change the damage value 500 using the catalog set value action does my unit A then also take the 500 damage or would still take the 100 damage?
Ok I copied that but it still isn't working.
lp_stage needs to be an integer, but in the normal event it's a preset and I also use that but it doesn't work and gives an error that I don't use the correct parameter type. I understand why, but I have no idea what integer is the corrosponding number with the type I need.
I looked through the presets in the .galaxy file, but I couldn't find the one I have to use (wich is generic6 - complete)
Where is the natives.galaxy file:P?
Edit: found it here on this site
Thanks!
Edit2: ok now I have another problem I'm trying to use the triggeraddevent function I used to create a Gui action for it.
As my knowledge of scripting is close to 0 I want to ask if I inputted everything correctly as it doesn't work.
lp_t is a trigger parameter
lp_u is a unit parameter
lp_a is an ability command parameter
lp_stage is an ability stage parameter
lp_includeSharedAbils is an include/ignore option parameter
I've inputed the script above in the custom script section of the action I created.
This is to create a "unit uses ability" event
Looks great!
But do they autoajust the doodads(I think you used doodads) on the size of the room so if you have a 3*5 it will create a room for that size with appropriate looking doodads etc..?
Item Table basicly links items to a specific unit type and you can then randomly pick an item.
So in other words it's a loot table.
It can also be used for other things like linking multiple unit types to another unit type (as items are units).
Pros:
Add and remove items to a units item table anytime you want.
Multiple drop types so you can the one you like!
Easy to use.
Cons:
Instead of using the built in loot (in data editor) this one is used so it takes up some trigger memory.
Here http://www.sc2mapster.com/assets/item-table/ you can download the map/library and try it.
The test map uses units as items because I was too lazy creating some items, but its just to show you how it works.
That might just work testing now.
Edit: ok now I have another question for the above post.
How would I do the above if the array's size can be changed and I don't want to edit the trigger that handles that?
Hmm let me think of a better example....
See the array as bags, the first value of the array says wich bag you currently have, and all the second values as a presents.
The higher the value the bigger the present so it has more chance to be picked.
Although you can also pick the small present even if the bigger presents are still in.
0
Cus it's not just 2 behaviours or effects I'm trying to do it so that it should support upto 1000000 behaviours and effects and if I can use just 1 and deal diffrent amounts of damage with it etc.. that would be alot cleaner then using lots of behaviours and effects.
Edit: just tested it when I change the damage value from 20 every 2 sec to 50 and the behaviour is aplied before I change it to 50 the unit takes 50 damage a tick instead of the normal 20.
0
Hey,
I have a DoT behaviour (behaviour that ticks every x seconds and applies a damage effect) now what I want to know is if I apply the behaviour to unit A and it deals 100 damage over 10 seconds every second and then a second later I apply it to unit B and change the damage value 500 using the catalog set value action does my unit A then also take the 500 damage or would still take the 100 damage?
Thanks!
0
I got it to work, but thanks for the reply:)
0
Ok I found the problem I couldn't use a unit parameter on the unitref parameter. So what should I use instead?
0
Ok I copied that but it still isn't working.
lp_stage needs to be an integer, but in the normal event it's a preset and I also use that but it doesn't work and gives an error that I don't use the correct parameter type. I understand why, but I have no idea what integer is the corrosponding number with the type I need.
I looked through the presets in the .galaxy file, but I couldn't find the one I have to use (wich is generic6 - complete)
0
Where is the natives.galaxy file:P?
Edit: found it here on this site
Thanks!
Edit2: ok now I have another problem I'm trying to use the triggeraddevent function I used to create a Gui action for it.
As my knowledge of scripting is close to 0 I want to ask if I inputted everything correctly as it doesn't work.
lp_t is a trigger parameter
lp_u is a unit parameter
lp_a is an ability command parameter
lp_stage is an ability stage parameter
lp_includeSharedAbils is an include/ignore option parameter
I've inputed the script above in the custom script section of the action I created.
This is to create a "unit uses ability" event
Is it correct cus it doesn't work.
0
Hey,
I want to add an event to a trigger using a trigger action. I asked this question in the trigger board, but got redirected to here.
So anyone knows if it's possible through galaxy script?
Thanks!
0
Well I need to add an event without knowing what values are in it. As it's for a system. And how would I do it in script?
0
Hey,
I want to add an event to a trigger using triggers. I can't seem to find an action for it. Can anyone help me on this?
Thanks!
0
Looks great!
But do they autoajust the doodads(I think you used doodads) on the size of the room so if you have a 3*5 it will create a room for that size with appropriate looking doodads etc..?
0
What is Item Table?
Item Table basicly links items to a specific unit type and you can then randomly pick an item.
So in other words it's a loot table.
It can also be used for other things like linking multiple unit types to another unit type (as items are units).
Pros:
Add and remove items to a units item table anytime you want.
Multiple drop types so you can the one you like!
Easy to use.
Cons:
Instead of using the built in loot (in data editor) this one is used so it takes up some trigger memory.
Here http://www.sc2mapster.com/assets/item-table/ you can download the map/library and try it.
The test map uses units as items because I was too lazy creating some items, but its just to show you how it works.
Hope you like it.
0
Yep just what I needed:D thanks!
0
That might just work testing now.
Edit: ok now I have another question for the above post.
How would I do the above if the array's size can be changed and I don't want to edit the trigger that handles that?
0
Hmm let me think of a better example....
See the array as bags, the first value of the array says wich bag you currently have, and all the second values as a presents.
The higher the value the bigger the present so it has more chance to be picked.
Although you can also pick the small present even if the bigger presents are still in.
0
Well I thought of the random value between 1 and 100 but then if I have those 5 values and check them:
if array[1][1] > rand int 1,100 then
....
elseif array[1][2] > rand int 1,100 then etc..
as the value array[1][1] is greater then array [1][2] the thing when [1][2] is picked will never happen is it will always trigger the first one.
it's like:
if 25>(1,100) then
elseif 10>(1,100) then
if the value randomly picked is for example 8 then it will say
if 25>8 then
elseif 10>8 then
well as 25 is greater then 8 the "if" will stop there and will never reach the elseif and that's the one I then want to pick.