Not sure if the title is elaborate enough...
I have 4 teams set up, and 5 heroes. The heroes are selectable through a series of dialogs, and when the player is ready to select his hero, they click "Lock In Hero"
Now, this works all fine and dandy with Player 1, and only player 1.
I have it doing this
Event - Any Player uses dialog item with Click
Condition - Used Dialog Item = Lock In Button
Action -
If -
(Triggering Player) == Triggering player from (Players on Team 1)
(hides UI, applies camera, pans camera, creates character, blah blah blah.
Now when I want to call Players on Team 2 it has the same exact setup, and I can't figure out why for the life of me it will not work for anyone but player 1.
You could create a dialog of size 3000, 3000 and put a dialog image inside with size also 3000, 3000 with the image you wish and only show it for players that are playing.
Hey guys, not sure what type of music you all are interested in but I got something you should check out.
That's my real life friend, trying to show him support and getting his name out there. If you like what you hear head over to Reboot the Robot on facebook
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@Khalanil1: Go
Pure genius. This worked, thank you. Finally realized I had to make that condition return true for:
(Triggering Player) is in (Players on Team 2) == true
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@Chanito91: Go
ill take a look into this, ill get back to you on it.
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Not sure if the title is elaborate enough... I have 4 teams set up, and 5 heroes. The heroes are selectable through a series of dialogs, and when the player is ready to select his hero, they click "Lock In Hero"
Now, this works all fine and dandy with Player 1, and only player 1.
I have it doing this
Event - Any Player uses dialog item with Click Condition - Used Dialog Item = Lock In Button Action - If - (Triggering Player) == Triggering player from (Players on Team 1) (hides UI, applies camera, pans camera, creates character, blah blah blah.
Now when I want to call Players on Team 2 it has the same exact setup, and I can't figure out why for the life of me it will not work for anyone but player 1.
Any thoughts?
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@Chanito91: Go
For ending a game for player use a class Event (set the event you want to trigger the player's end game, such as a unit dieing)
Example
Event - Unit dies, any unit dies
Conditions - (Triggering Unit) == ExampleUnit
Actions - End Game in Defeat for player (Player Group(Owner of (Triggering Unit)))
simple but it works.
As for the upgrade, if it is an upgrade ability, simply go under the ability and go to Cost - Cost + and just add multiple catalogs.
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@tryosaurus: Go
go to the forums here and look at either the tutorials, or search what you're looking for. chances are someone has asked this same question.
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@Neonsz: Go
Or publish it to battle net privately :/
That sucks man, keep your head up and rebuild it!
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@joecab: Go
I did nothing special with them, they are just story mode characters :P
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@Mozared: Go
Nope, hes a story mode character.
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@Mozared: Go
My first attempt at a WTE, took me about 20 minutes to whip up.
For bigger pictures: http://www.fearless-swtor.net/Terrain%20016.jpg http://www.fearless-swtor.net/Terrain%20015.jpg http://www.fearless-swtor.net/Terrain%20014.jpg http://www.fearless-swtor.net/Terrain%20013.jpg http://www.fearless-swtor.net/Terrain%20012.jpg
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@Bilxor: Go
Under the units actor go to events events + and add an event that fires on the behavior and sets the height there. Or do it through triggers by event
I can do a tut for you when i get home from work.
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I do believe you should do a WTE for a swampy/marshy battlefield ;)
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@Hobbesss: Go
You could create a dialog of size 3000, 3000 and put a dialog image inside with size also 3000, 3000 with the image you wish and only show it for players that are playing.
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Hey guys, not sure what type of music you all are interested in but I got something you should check out.
That's my real life friend, trying to show him support and getting his name out there. If you like what you hear head over to Reboot the Robot on facebook
http://www.facebook.com/RebootTheRobot
Thanks!
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@Ahli634: Go
Make sure you didn't accidentally edit the sounds so that they aren't "Combat" sounds. Different types of sounds will act differently when fired.
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@Ahli634: Go
No no no, my dependencies work fine, it's just annoying having to restart the map every time I load it :P