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    posted a message on Tooltip "data" for a healing ability

    @ProxyTooMuch:

    I would try Effect,X,Vitals.Life or Vitals[0].Life

    Posted in: Miscellaneous Development
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    posted a message on Give experience to bunkered Hero: Need Help

    Just so you know, the experience function thing isn't separate from veterancy behavior. It is the only way to add xp through triggers is what I was saying. It is used with the veterancy behavior.

    Posted in: Miscellaneous Development
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    posted a message on Give experience to bunkered Hero: Need Help

    @Southpaw444:

    You have to make an experience function. The function applys effects to the hero, the effects being Modify Unit effects that give certain amounts of xp. IE:

    function parameters: Unit, XP (to give to it)
    while XP >= 1000:
         apply effect xp1000
         xp = xp - 1000
    while XP >= 100:
        apply effect xp100
         xp = xp - 100
    while XP >= 10:
         apply effect xp10
         xp = xp - 10
    while XP >= 1:
         apply effect xp1
         xp = xp - 1

    this is not the most efficient way to do it (a bitmask would be better) but it works

    edit: forgot the subractions

    Posted in: Miscellaneous Development
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    posted a message on Player types chat message containing "Variable"

    @tordecybombo:

    Thats exactly what Word of String does. You give it an index (1 or up) and it will get the word corresponding to the index. So -comm <integer> you would get index 2. If you wanted to store it in an integer variable then you would use the convert string to integer function.

    Posted in: Miscellaneous Development
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    posted a message on [solved] Range Indicator issue

    My guess is that you have the tower selected, you click morph, and then it never sends the SelectionLocalUpdate.*.Stop to the previous level tower because you now have to level 2 tower selected. You never deselected the first level and you can't deselect it because it's gone. I think this is what you need to do on all the range actors:

    AbilMorph.<Upgrade to next level morph>.Finish:
    ----Destroy

    and on the next level tower you would have

    AbilMorph.<Upgrade to this level morph>.Finish:
    ----Create

    Posted in: Miscellaneous Development
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    posted a message on Give experience to bunkered Hero: Need Help

    I found out how to get the kill experience a unit is supposed to give. You make a trigger for Unit dies event. You put a condition for if the hero is inside the vehicle and a condition to see if the Killing Unit is the vehicle. To get how much experience to give to the hero, you put a temporary string variable and set it to Catalog Field Value Get. The Catalog is the Preset: Unit, the entry is the game link to the Triggering Unit, the field is KillXP. You just pass that string as convert string to real to your hero xp function.

    Posted in: Miscellaneous Development
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    posted a message on Give experience to bunkered Hero: Need Help

    I don't really know a good way to do this, but here's what I know. You can add experience to a unit manually by making Modify Unit effects that add experience. You would make a bunch of these effects with different amounts and make a function that applies them so they give the unit the exact exp you want to give them. There is a tutorial on hero exp in the tutorials forum that has a function for this.

    The second problem is figuring out how much xp to give the hero everytime the vehicle kills something. I don't know if theres a way to get the "Kill Experience" field from a unit's data with triggers. Otherwise you could do it all manually through triggers, but that's no fun. I can think of a couple of elaborate ways to do it with the data editor but they are probably really bad.

    Posted in: Miscellaneous Development
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    posted a message on Player types chat message containing "Variable"

    what is IntVar set to? if its set to 0 it wont work. the first word is index 1. i just tried this trigger exactly like yours and it works.

        Events
            Game - Player Any Player types a chat message containing (Entered chat string), matching Exactly
        Local Variables
        Conditions
            (Entered chat string) == (Word 2 of "test words for chat string")
        Actions
            UI - Display (Text((Entered chat string))) for (All players) to Subtitle area

    it shows "words" whenever i type "words"

    Posted in: Miscellaneous Development
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    posted a message on Get mouse position without clicking ?

    @caspersc: Go

    I don't think it has to tell all the other players in the game what Player X's camera is oriented as, though.

    Posted in: Miscellaneous Development
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    posted a message on functions and arrays

    I haven't tested it yet but when you set a parameter you have a check box for "multiple" which is supposed to let you take an array I believe, but I don't know how it works.

    Posted in: Miscellaneous Development
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    posted a message on making a trigger only apply to ground units?

    Sorry for being vague, I think the best way would be to do this in the actions:

    If ((Triggering unit) is Excluded: Air, Missile, Dead, Hidden for player 1) == true:
    kill triggering unit

    Edit: did it a better way

    Posted in: Miscellaneous Development
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    posted a message on point moving and actions

    In your event, are you putting a variable that contains "Point 1" or is it a point already placed on the map? You could try setting a point variable to the point placed on the map, and then use the variable in the Event instead.

    Posted in: Miscellaneous Development
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    posted a message on making a trigger only apply to ground units?

    @benfboi:

    Units In Region Matching Condition
    Unit Type: Any
    Region: <your death region>
    Player: Any Player
    Unit Filter: Excluded: Air, Missile, Dead, Hidden
    Count: Any Amount

    Posted in: Miscellaneous Development
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    posted a message on Issuing Order to build a building {advanced}

    @Zero0018:

    Here's one way:

    Have a trigger that does this
    Event: Unit uses an ability
    Condition: ability is <build ability>
    actions:
    if Triggering Ability Stage == Build Complete or triggering ability stage == build pause:
        workers_building_unit_group remove triggering unit
    else:
        workers_building_unit_group add triggering unit

    workers building unit group is a unit group variable that will contain all workers currently building

    Posted in: Miscellaneous Development
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    posted a message on Hero personal item

    You could make an item class MarauderWeapon and apply that to marauder weapons and make the marauders inventory able to hold marauder weapons and no one else.

    Posted in: Miscellaneous Development
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