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    posted a message on [Library] Talent System

    I did similar stuff few weeks ago.
    Well I haven't done error message and for it and so on but it's pretty much complete.
    Need to starting working on my projects. My exams are so close to being over, I can almost smell freedom T-T

    Posted in: Trigger Libraries & Scripts
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    posted a message on Where did everyone go?

    still lurking time to time... Exam finishes in few days.

    Posted in: Off-Topic
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    posted a message on [Release] Facility 17 - A Terran RPG
    Quote from greythepirate: Go

    @zifoon:

    Any suggestions on how to fix this mistake?

    I think I did a timer or wait destroy. Still a work around though.

    Posted in: Project Workplace
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    posted a message on [Release] Facility 17 - A Terran RPG
    Quote from greythepirate: Go

    @RileyStarcraft:

    This is very odd.I can't recreate it.Does it happen again if you reload the map?

    It's not hard to recreate it... Press Esc or Menu when the dialog pops and it will not go away, it's a common mistake ppl make when working with dialogs

    Posted in: Project Workplace
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    posted a message on Showing a model to only one player
    Quote from daxxar: Go

    Hi,

    I'm wondering how to only show a model to a single player, and none of the others. Doing this with a unit would be cool too (no, this is not the same as cloaking, since cloaking displays the unit as a "ripple" to the other players), but not necessary - I just want a visual indication of the next objective for a specific player.

    Basically I want something similar to the red indicator put around the Mengsk Holo-displays in Liberation Day (when you first discover them), but only to a one player (and not all the others).

    Any tips would be greatly appreciated!

    In that case, just create a dummy unit or persistent effect. Make a model actor for it, Tick 'Self', untick the rest [Actor-Filter] <-name of the field in actor

    Posted in: Data
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    posted a message on Showing a model to only one player
    got to be bit specific... If you want a model that is visible for one player who owns that unit, there is an option in actor (model), that makes your model only visible to 'Self' [Actor-Filter] If you want a model that is visible for one player but does not own that unit, you need to create a dummy player, make it allied with you. Once again go to [Actor-Filter] but this time change it to 'Ally'. Hope that helps
    Posted in: Data
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    posted a message on Spider Mines kill themself on death Vulture (solved)
    na I was head thumping for 5 hours when I first did this.
    Posted in: Miscellaneous Development
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    posted a message on Spider Mines kill themself on death Vulture (solved)
    yeah, not that hard really When mine is deployed make an effect (apply behavior) that adds a hidden buff (note u have to use effect to add the hidden behavior do not put the behavior on spider unit beforehand, or else the behavior will not know/record who the 'caster' is) Make hidden buff disabled validator (Caster is Alive) and have periodic effect (Kill self) I did this for summoning spell before I had to format my comp, but that's pretty much the idea. I would do Effect (Persistent, 2 instances, 0.00 seconds between them) 1st instance create unit (Spider mine) 2nd instance search effect (Find spider mine, use validator->player units+unit type:spidermine+ no hidden buff), effect for the search: apply the hidden behavior
    Posted in: Miscellaneous Development
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    posted a message on [Contest] Share Your Blizzard Custom Submissions
    these are pretty good... My mid sem exams didn't over with this contest, would been fun to make a map with money on the line. I hope one of Uz win ^_^
    Posted in: Project Workplace
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    posted a message on Valve releasing DOTA ?
    Quote from Dracoknight: I would say Heroes of Newerth is a clean Rip-off of dota where they practically just make their own version of DoTa heroes. League of Legend is more of a rip-off of the concept itself, but with additions like vision blockers like in SC2 and more unique heroes. Demi-god was a failed attempt of using the DoTa concept. And there is more games out there already released or in the making that utilize the "Online Multiplayer Arena" game concept.
    LoL -> original maker of Dota Dota is rip off of AoS. i.e. Heroes controlling waves of units. Every FPS is a rip off. Every RTS is a rip off. Every Motion gaming is a rip off. Every stealth game is a rip off. Every MMORPG is a rip off. Rip off in gaming, where are thou? I wonder if they will shut down HoN. Well I guess HoN could shut down without Valve's help. xp
    Posted in: General Chat
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    posted a message on [Blizzard Contest] Custom Maps
    Quote from Sixen: As an added bonus, if you promote SC2Mapster, we'll throw in a full year's worth of Curse Premium.
    Smooth Sixen, Smooth~~
    Posted in: Project Workplace
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    posted a message on any way to make augment abilities have levels?
    Simple. make the Augment ability leveling system as if you are leveling a passive ability. Manually. Sad but that's life x_x
    Posted in: Miscellaneous Development
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    posted a message on how to create a cannibalize ability
    Quote from Yuvak: I think your problem is that dead units have an unclickable flag, so you can't click them.. I have no idea how to change it on the other hand..
    There is a option 'unselectable'. Of course there is a bug with it. If you select the unit before hand and don't deselect it, you will still be 'selecting' it. I guess when the unit takes fatal damage, you can make a trigger to delect the unit. Still I hate we have to have a workaround.
    Posted in: Miscellaneous Development
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    posted a message on how to create a cannibalize ability
    Quote from PersistentMemory: Sounds to me like you'd pretty much have to make a new unit (corpse), then edit all the old units to spawn one when they die (or do it with triggers) assigned to player 0, neutral. The corpse unit would of course have to have no abilities, and in fact, not be able to move. Then you'd just have to have the cannibalize ability only target corpse units.
    Or create a buff called corpes and change the model if the unit has buff. Untargettable unselectable and uncommandable. Validator for units with the buff.
    Posted in: Miscellaneous Development
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