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    posted a message on Trigger problems

    Nevermind, just noticed you edited the first post.

    Posted in: Miscellaneous Development
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    posted a message on Integer in a string

    Use the Combine Text Multiple function. You would put "Barrels: " as a value, then Convert Integer to Text in Conversions for the variable, and then "/3" as a value.

    Posted in: Miscellaneous Development
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    posted a message on Trigger problems

    Yeah sorry I don't know what I was thinking lol. Did you try seeing if the Lowered unit group is getting the right units in it?

    Posted in: Miscellaneous Development
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    posted a message on modify hero exp and levels using triggers?

    Sorry I missed the add effect trigger @_@.

    Posted in: Miscellaneous Development
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    posted a message on modify hero exp and levels using triggers?

    I haven't tried this but you can create an effect that does "Modify Unit" and this effect has an Experience field. I'm assuming you can put a negative or positive amount there to change the unit's experience. You might be able to add or subtract enough experience to modify the unit's level if the effect is applied to it. You can make an ability command that triggers the effect and order the unit to use the ability command.

    To make the ability command you make an ability and modify the "Commands" field. Then add the ability to the unit that will have it's experience modified. Then in a trigger you can "Issue Order" to the unit to use the ability command. Hope this works/helps.

    Posted in: Miscellaneous Development
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    posted a message on Dialog boxes per player group?

    You can make a player group variable for each team. When the map initializes fill the player group variables with the proper players. Then use those variables for displaying the dialog.

    Posted in: Miscellaneous Development
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    posted a message on Probes, regions and spawning units.

    sorry, i meant the player group- pick each player in All Players. also i think i7esperado's way of attaching the region to the unit is wayyyyyy better than the one i proposed.

    Posted in: Miscellaneous Development
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    posted a message on Trigger problems

    I think you are replacing the raise order with the lower order, both of the triggers say "replace existing orders". Try making the second one not replace existing orders.

    edit: mixed up raise/lower

    Posted in: Miscellaneous Development
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    posted a message on Probes, regions and spawning units.

    have an array of units the size of the max number of players, and an array of regions the same size. when the probe is first created for a player, set the variable at the player's index to the probe, and set the region variable the same way. this is what your move region trigger might look like:

    event: every half a second
    actions:
    for each player in all players:
      if player controller of picked player === user:
        if probes[ picked player ] != No unit:
          move regions[ picked player ] to position of probes[ picked player ]
    

    have another trigger that like

    event: a unit dies
    condition: type of trigger unit == probe
    actions: 
    probes[ owner of unit( triggering unit ) ] = no unit
    make jailed probe
    

    and the jail break trigger

    event: unit enters region (jailbreak region)
    action:
    for each player in all players:
      if picked player has probe in jail region:
         destroy that probe
         create a new probe at jail break region
         set probes[ picked player ] to last created unit
    

    sorry for the very sloppy trigger writing, i'm kinda lazy right now and don't have the editor on this computer. i'm sure there's a few mistakes in there but i hope it helps.

    Posted in: Miscellaneous Development
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    posted a message on Regions in Arrays

    This wouldn't be very efficient but I don't think it will slow the game down too much on most computers. You could have the event be a periodic event every 0.625 seconds or whatever the minimum is. Then have it loop through all the regions that are in a variable array of regions and check for units inside them. This sounds like it would be very slow but I don't think it is much different than having 45 triggers for each region separately. Just throwing out an idea.

    Posted in: Miscellaneous Development
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    posted a message on Building Sell Units/Items to all players

    it is allied to all players already.

    Posted in: Miscellaneous Development
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    posted a message on Building Sell Units/Items to all players

    Has anyone figured out how to enable a building that sells units/items so that any player can buy from that building? Right now only the player that owns the building can buy from it. Anyone know how to do this?

    Posted in: Miscellaneous Development
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