• 0

    posted a message on Custom Hero Skills

    Depending on how restrictive your skill buying system is, you could just add all of them and hide+disable them using requirements. If a hero "buys a skill", give him the respective dummy-upgrade to unlock the requirement. You can add multiple skills to the same position in the command card. Of course, this will only work, if your skills are somewhat exclusive or there are only 5-10 abilities which you can learn. This is might not be the perfect solution for you, but I think it is the easiest one to implement.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [SOLVED] How to Add a 2nd Game Mode?

    Thanks for the replies; got it to work.

    As suggested, I created a custom attribute (which does nothing) and several game modes with different names which all have the same player setup.

    I then added the custom-game-attribute with its respective default value and hidden to every game mode. In my init triggers I check which value the custom-game-attribute has and run different inits accordingly.

    If someone wants to see this in action, download "Crap Patrol 2" (unlocked @ EU) or ask me.

    Solved.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [SOLVED] How to Add a 2nd Game Mode?

    What is the thing which allows you to have this dropdown in the battle.net before you join the lobby? Variant or Attribute?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [SOLVED] How to Add a 2nd Game Mode?

    Hi,

    I have a map in which players vote for a difficulty using a dialog at the start of the game. The difficulty also changes a lot so it is kinda a game mode selector, too.

    One difficulty has become very popular and people search for groups in my map's channel. I want to ease that search by allowing to select between "default" and "this difficulty only" game mode in the battle.net.

    How do I do that? Do I need to add a game mode or a variant or what? How can I access which variant/mode has been choosen using triggers?

    Thanks, BlacKcuD

    Posted in: Miscellaneous Development
  • 0

    posted a message on Request yellow/Gold version of stalker's attack missile

    What stops you from just tinting the existing model in the actor?

    If you don't know what I am talking about:

    Go to the Stalker weapon and check the related actors. There should be one actor which is named "Stalker Attack Missile/Beam" or something like that. Open that, click Actor Events. Create a new Event:

    Event: Actor Creation

    Action: Set Tint Color

    Make sure to set type to "once" or whatever it is called and time to 0. Now play with the color field and HDR value to your liking. I'd suggest a bright yellow and HDR 2.0 to start with.

    If anything works correctly, your Stalkers' missiles should glow yellow.

    Posted in: Requests
  • 0

    posted a message on wait command
    Quote from Forge_User_04585675: Go

    Quote:

    my idea is that i need to put in a wait command before they can skip to the next lane to prevent bugging out.

    This is not making any sense. Put a wait where? What is wrong with the Wait action?

    One approach to do what you are after would be to give the units insane speed between waypoints. Since they only get ordered to the next waypoint after reaching the current one you can be sure they will not warp past it skipping legitimate towers.

    To implement this you identify journeys between waypoints to be skipped (eg lane with no towers). When they start that hop of the journey you raise the unit's speed by a factor of 100 odd allowing them to make the journey between the waypoints in a matter of frames. When they arrive at the waypoint you reset their speed back to normal if the next journey is not to be skipped (eg lane with towers).

    To prevent units becoming stuck between journeys you periodically check if they are still on-route to the next waypoint. This should be done in a staggered way to prevent excessive resource use in the case of there being hundreds of units.

    This. Just let them always walk the full way and give them a little speed boost.

    I suppose you have two regions per lane "enter" and "exit". If a unit enters "enter" and this player is !"playing" give the unit a speed buff. If the player is playing, remove the speed buff.

    Be careful thou with too much speed boost. I have experienced really strange things with unit control if a unit moves at abnormal speeds, but since you are doing line tower wars and there is no towers to block the unit in that lane, it wouldn't need a lot of speed boosting anyway.

    Posted in: Triggers
  • 0

    posted a message on make a chat message not appear in chat
    Quote from joemart06: Go

    Well i really don't know how to put it. I'm trying to put a code inside a game, and whenever someone puts it correctly it doesn't appear to anyone. I know its using triggers but i'm not sure which function to use. I was thinking of using "clear chat". But im not sure if it clears chat for all players and i think it would be kind of too much since the player wont see what someone else typed.

    If I understand correctly, you would like the player to enter something in chat which nobody else sees? Easy, just don't make them allies and set default chat to allies only. However, this is not completely fail-proof. A player could still type (intentionally or not) in all-chat.

    If you really want it to be absolutely save, you will need to create your own dialog.

    Posted in: Triggers
  • 0

    posted a message on [SOLVED] Unit on cliff visible while attacking?

    I checked all my weapons' damage effects and found the flag.

    If you are creating a weapon based on an air-unit's weapon and give it to a ground unit, make sure to check these fields :)

    Posted in: Data
  • 0

    posted a message on [SOLVED] Unit on cliff visible while attacking?

    Hi,

    I have several heroes based on campaign units. Some of them can stay up on cliffs and shoot down with out counter-attack, some will get pounded in the face from below. Why is that? It seems like it is only happening while attacking.

    Units it is working: Tychus, Swann. Units it is not working for: Tassadar's ghost and Nova.

    Fog flags for all units and actors are set to "hidden".

    All units have the same unit flags.

    Could it have something to do with their weapons? Where exactly would I need to look? Thanks.

    Posted in: Data
  • 0

    posted a message on [Solved] Blurry Camera

    Well, you still want the player to play or is it just for a cinematic.

    The "cheapest solution", hinted add by rutegar, is something I have used multiple times already. Just make a huge dialog and put it in the players face. Works like a charm and has the big advantage that you can make it player based. Lots of the cinematic stuff only works for all players at the same time.

    Posted in: Triggers
  • 0

    posted a message on [ Solved ][ Trigger ] Subtract % minerals from player help

    If you want your player to lose 1/3 of his minerals do:

    Action: any unit dies

    Condition: unit type of (triggering unit) == HeroUnit

    Action: Modify Player (owner of (triggering unit)) Minerals - Subtract = Arithmetic Integer( "Property (minerals) of Player (owner of (triggering unit))" "/" "value: 3"

    Posted in: Triggers
  • 0

    posted a message on A few ?s about tower D triggers
    Quote from VirunusWRA: Go

    2) I want an additional drone for the hero selection above to spawn every x kills. The best I've managed so far is using a 1s timer event with conditions '15 <= kill count <= 16' and action 'Create unit with default facing' - which is obviously not right. ie: It'll start spawning drones every second until the next wave comes and I get more kills. Is there not a simple trigger to spawn a unit every x kills? note: I made a kill count variable, is this tracked by default? Do I even need a new variable?

    If I understand correctly, you want to spawn a drone for the player every time he reaches 15 kills?

    If that is the case, then that's easy. Create a global variable of type integer, which is an array of size = number of human players.

    Event: Any unit dies
    
    Conditions: Owner of triggering unit == enemy
    
    Actions:
    
    modify variable int: kills_remaining[owner of killing unit] - 1
    for each integer "i" from 1 to (number of human players) do:
       if (kills_remaining[i] <= 0) then
       modify variable int: kills_remaining[i] +15
       create 1 drone for player i at (some point) default facing (ignore placement)
    

    Assuming your human players are number 1, 2, 3 and so on. If that is not the case (and which is a more save solution) you'd have to do something with player groups.

    -

    As for the leaderboard:

    You'll need 2 triggers and 1 global variable (type leaderboard).

    Trigger 1: Init

    Event: Map Init
    Conditions: none
    Variables: integer i
    Actions:
    create new leaderboard with 2 columsn and 5 rows
    set variable "scoreboard" = last created leaderboard
    for each integer i from 1 to 5 (assuming 5 players) do:
       leaderboard set item text colum 1 row i to (name of player "i")
    show leaderboard "scoreboard" to all players
    turn trigger on "update leaderboard"
    

    Trigger 2: Update Leaderboard (rightclick trigger - deactivate "initially on")

    Event: Periodic - every 2 seconds 
    Conditions: none
    Variables: integer i
    Actions:
    for each integer i from 1 to 5 (assuming 5 players) do:
       leaderboard set item text colum 2 row i to (convert integer to text(lives[i]))
    

    This is very basic, very dirty and not very good looking, but it should do the trick. This only works assuming your lives are in a global variable of type integer which is an array. If you have separate variables for each player, please go google arrays. You will be a much happier person afterwards.

    If you are having trouble finding the actions and functions I used in my code, try the search field and start typing exactly what I wrote here. I tried to use the words which I enter into the search field, when selecting those commands myself.

    Posted in: Triggers
  • 0

    posted a message on How to hide AI Players in the Lobby?

    Hi,

    I have looked at various lobby tutorials, but didn't found an answer to my problem: Is there a way to hide computer players in the lobby? It looks really strange and players can drag them around which is not good. My map sets up alliances in the init, so it shouldn't actually be a game breaking problem, but the lobby still feels weird. Is there a simple solution to this problem?

    Posted in: Data
  • 0

    posted a message on Raynor Railgun Snipe Actor not showing

    Thanks, I'll look into Kerrigan's abilities then.

    Posted in: Data
  • 0

    posted a message on Raynor Railgun Snipe Actor not showing
    Quote from Forge_User_04585675: Go

    The way that ability was constructed did not support more than 1 unit having the ability at a time due to technical limitations at the time of SC2 1.0. You need to migrate it to new actors (added in SC2 2.0) which have the purpose of generating a targeting line and do support more than 1 unit.

    Any idea where to look for such targeting lines? My best guess was that they are created in the main unit actor themselves, but even there I didn't find anything which looked like some beam being generated.

    Or a more general question: which actor events do I need to use where in order to display something during the aiming process?

    Posted in: Data
  • To post a comment, please or register a new account.