• 0

    posted a message on Accessing a Custom Ability Via Triggers?

    Quote from Docablo:
    Ok i have no idea why it wouldn't show up in the triggers... maybe you didn't save? did you try searching for its name under ability instead of command?

    for autocast just give the ability the autocast and autocast on flags and make sure the aquire attackers field is enabled. then just set the cooldown to 1sec under the cost field.
    ----

    Yeah it was my mess up.

    My problem now is I have autocast enabled, but when autocast is on, the trigger doesn't run. Happen to know why?

    Does it have anything to do with "Acquire Attackers"? I couldn't find where to enable that

    Edit: The trigger runs fine when I click on it, it just doesn't auto-run when autocast is on.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Accessing a Custom Ability Via Triggers?

    Hey, I've made a custom ability. I'm trying to have it going off set off a trigger, but in the "Unit - any unit uses ABILITY", ABILITY doesn't list the ability I've created. Does anyone know why? It's in game and seems set up properly.

    if it matters what I'm trying to do is have it set so every time this unit uses the ability, all units owned by him attack a certain area. The triggers are fine, it's the event that I can't figure out ><.

    Also, since I have the subject up.. does anyone know how to have the ability be autocast so that it's constantly ordering units to attack a position? I mean, I can wait and repeat and such, but I'm not sure if it's possible to have the ability autocast every second or so the trigger repeats. Or if there's a better way I don't know.

    Thanks for any help that can be offered.

    Edit: oops, I messed up creating the Ability. I selected the type "Effect - Instant" but I guess I hit cancel or something, because it was at the default when I checked. I can select it now.

    So now I'm just wondering about the second thing.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Tool : SC2 Custom Map Patcher
    Quote from Sixen: Go

    @Pinworm45: Go

    It will only desync if you have different data... That means one of you didn't upload the map properly, or you have a different version of the map, :X.

    that's what I thought, but I don't think it's the case. I mean, I made a new version and added a version at the end (.3), sent it. We set it up properly, and I made sure he had the right version. We followed the instructions exactly. And tried several times. I'm just not sure where we could be messing up :/

    Posted in: General Chat
  • 0

    posted a message on Black area at map boundary

    @Strigiformes: Go

    Increase the map area and then have the camera boundary block you from scrolling too far.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Tool : SC2 Custom Map Patcher

    This tool won't work for me and my friend. We've followed the rules EXACTLY, and in fact it even did work once, but after that, every time, the loading bar freezes at the same spot followed by a crash.

    We've even removed the cache, redownloaded (and played on) lost temple and tried again. I'm hosting the game, he joins, we alt tab, patch it, launch the game, and every time it crashes.

    Anyone know whats up?

    edit: The error report also says there's been a desync. But I *know* we're using the same map and such

    Posted in: General Chat
  • 0

    posted a message on Best tool to record game videos?

    I hear Hypercam is okay, but I've never used it.

    You can also check out Xfire, it allows you to do this for free (as well as live-streaming if you care about that).

    Posted in: Off-Topic
  • 0

    posted a message on Opening an "Inventory" window through triggers

    @Nothing5: Go

    Go through the process of making an inventory window (there's some threads in the tutorial section on that)

    Follow the directions for that, but instead of the way they show you to open the window, make the event

    UI - key pressed down = I (something along those lines)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Fixed camera
    Quote from Robeezy: Go

    ''Turn camera vertical view of field On/Off''? That one doesn't work if you meant that one.

    No, Camera - Turn Camera Height Displacement on/off (turn it off of course)

    You might have to do Camera - Turn Camera Height Smoothing on/off as well.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Make the unit kill counter not increase when it kills a specific unit
    Quote from BrotherLaz: Go

    The kill counter? The thingy that shows up on your unit along with your rank (disciple, mentor etc)?

    Oh I misinterpreted your post, I thought you were refering to leaderboards or the like. My bad. But as said above there's a kill credit flag in the data module.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Editing terrain properties (height, texture, etc) with triggers

    @Bibendus: Go

    I've read that terrain displacement isn't in the beta editor, so I don't think height is currently possible (but it should be in the release)

    As for textures, I don't know, but I'm kind of doubting it. But like I said I don't know.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Fixed camera

    I don't remember the specific name of the trigger, but there's an Action - Camera -

    that lets you turn off vertical movement.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Make the unit kill counter not increase when it kills a specific unit
    Quote from BrotherLaz: Go

    Is this possible? I want the unit kill counter to not go up when you kill a specific unit. It's to make the counter match your actual kills, and shooting a building to convert it is not 'killing' it.

    Add a condition comparison unit (triggering unit) != UnitYouDontWantToTrigger

    Posted in: Miscellaneous Development
  • 0

    posted a message on Tool : SC2 Custom Map Patcher

    This is excellent, thanks for this

    Posted in: General Chat
  • 0

    posted a message on My list
    Quote from Artanis186: Go

    @Artanis186: Go

    I'd think this might be enough, but apparently not

    I believe created unit refers to units created by a specific trigger. Instead of Created Unit try "Triggering Unit". That should do the trick for sure. You can also use the same trigger as above to do the timer. Add to Actions a Timer trigger, then you can set it to add +however much time you want. (Create another trigger that creates the initial timer, based on whatever event you want like map initialization, then have the trigger above add to that timer.)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spiral TD (6 towers, 20 levels)
    Quote from bulletbutter: Go

    I played all 20 levels and only lost 2 lives. Tower crituques... Hellion Tower - Couldn't find a reasonable spot to place these to maximize their damage (assuming they work like the void ray). Change the map, increase their range or give them a debuff (like bleed or poison). Pretty useless IMO for these reasons (I built 3 anyways). Cannon Tower - Costs less than Marine but does more damage (according to tooltips). I get how the damage works out to be less than the marines but it's just misleading. The majority of my towers were made up of cannons. Marine Tower - Perfect except their damage tooltip can be misleading...not sure what you can do about that. Zealot Tower - Im a fan of variety. Making another tower do the same thing only do more damage is a bit redundant. I could have gotten away without building any of these IMO. (I had 3 of these as well). Other than just adding a new tower with a higher cost and little more damage, I don't see the point of these. Maruader Tower - Required IMO....abuse can make the map way too easy. They should do 0 damage and maybe take up a 1x2 'space'. Ghost Tower - Awesome damage but I think their cost is too high considering their slow (too slow IMO) attack speed. The cons of the cost and attack speed outweight the pros of the range and damage.

    Overall it was pretty fun. Its hard to say if any levels were too easy because there was no way that I saw to keep track of what level I was on. Even so, it felt balanced enough on each level but there was a 2 level spread where I had over 300 minerals and didn't need towers. I remember having to build towers frantically after that though so it felt balanced. I had a lot of unused space all 4 times I played though.

    Aside from the odd unit names and lack of efficient tooltips, great job!

    I pretty much agree with everything said above.

    But I really think the zealot tower needs a buff, I know it hits multiple targets so it can't do that much damage, but it still does way to little.

    Other than that I had a lot of fun with it.

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