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    posted a message on A concept of a table game

    ZeroAme has the right idea. It's all about the texture. While you could apply a new texture to the pylon power field, it would make more sense just to apply the texture directly to the terrain. If you are wondering, I tried applying the texture for the power field as a terrain brush, and it doesn't work so great: http://i10.photobucket.com/albums/a109/MasterDinadan/pylonterrain.jpg But it does show you that the idea is possible. If you get the right texture, you can make the terrain look exactly as you need.

    Posted in: Miscellaneous Development
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    posted a message on Not play as player 1?

    @CrashLemon: Go

    Maul is right, he just wasn't very clear about how to do it. Open the "Player Properties" dialog and change player 1's Control from User to something else. When you test a map via the editor, it will have you play as the first player that is assigned User control, so you can control whichever you need by changing the others to Computer. If you are just trying to test triggers, assign the others to Computer. Triggers can't tell the difference between user-controlled and computer-controlled player except where AI is concerned.

    Posted in: Miscellaneous Development
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    posted a message on Stop them from attacking

    @canichols2: Go

    How do you detect when the unit is blocked? Anyway, you could just give the units a behavior that prevents them from attacking, and removing it via a trigger when it is determined that they are blocked.

    Posted in: Miscellaneous Development
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    posted a message on Duplication and how it works
    Quote from zifoon: Go

    Quote from Werepenguin: You need to duplicate the actor as well, since for some reason an actor can't belong to two units.

    Actors don't "belong" to units, and you can certainly have two units use the same actor just by setting up event responses in the actor for both units.

    I don't mean to be nitpick, but a lot of people get confused about how actors work and I just don't want anyone getting any weird ideas.

    Posted in: Miscellaneous Development
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    posted a message on Problem with "Completed at unit" requirement

    @Werepenguin: Go

    Why not just add the behavior when the ability is used, and have the ability Show requirements to check for the behavior?

    Posted in: Miscellaneous Development
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    posted a message on Units stopping while given order?

    @xxnxx: Go

    Have the action give the order to all of the valid units in the region. I'm guessing that the problem is that if two units enter the region at the same time, the trigger only goes off once and only affects one of the units.

    Posted in: Miscellaneous Development
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    posted a message on Make different versions of auras not stack

    @Fropper: Go

    One possibility is to make all three speed buffs use the same behavior, and just make the behavior stackable. Each tower then applies to correct number of stacks to a unit, but you can set it up so that the behavior can't be stacked by different sources. I'm not completely sure it will work, but it might.

    Posted in: Miscellaneous Development
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    posted a message on Patch 13 now includes "Mouse Motion"?

    @Darkmapper: Go

    This is nothing new whatsoever. All that it does is invert the Y-axis for mouse look in the editor. It has no effect whatsoever on any map you save (in fact the entire preferences dialog you are referring to is editor preferences alone and none of it will have any effect on a map)

    What people have been asking for is a function to call the x or y location of the mouse cursor.

    Posted in: Miscellaneous Development
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    posted a message on How to get the remaining cooldown of an ability with trigger?

    @BeLugh: Go

    I think that "Charge Used" is for abilities with a limited number of uses, like the Creep Tumor.

    The best way might just be to start a timer whenever the ability is used. When you need to call the remaining cooldown, just call the time left on the timer.

    Posted in: Triggers
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    posted a message on Randomly Selected Player Triggers

    @ST4RKiLL3R: Go

    Make an Integer variable (let's call it "phantom") and assign it a random value. Then, just make a trigger that gives resources to the player "phantom"

    So if the integer was randomly assigned 1, then the trigger will affect player 1, etc.

    Then you can easily refer to the same player with the rest of your triggers as well.

    Posted in: Miscellaneous Development
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    posted a message on Units walking off a cliff = damage

    The "Height Map" field on the mover indicates how the unit's Z-value responds to changes in terrain altitude. If you set it to "Ground" then the unit's z-height will precisely follow the contour of the ground. Do note that this isn't the same as pathing. You can give a flying unit a Ground Height Map and it will just cause it to suddenly change altitude when flying over a cliff, instead of changing altitude gradually.

    In this way, you can apply the Colossus cliff walking without having the unit "levitate" to get over the cliff.

    However, I can't think of any easy way to allow the unit to walk down a cliff while preventing him from walking back up.

    Posted in: Miscellaneous Development
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    posted a message on Anoying new data editor

    Hmm, it seems to be working fine for me on Vista. What operating system?

    Posted in: Miscellaneous Development
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    posted a message on Seeker Missile: how to make it explode even if target is dead

    @BeLugh: Go

    Well it looks like it's using a different model, so you must have changed the actor or made a new missile unit. If this is the case, there could be two problems. It's possible that the missile is timing out before it reaches the target (regardless of whether it's dead or alive). But why is the missile graphic still there then? That could just be a case of the actor not being set up properly.

    Posted in: Miscellaneous Development
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    posted a message on Trigger a units life, armor and speed "help"

    Health and speed can both be changed using the "Set Unit Property" action, and can be called as reals using the "Unit Property" function.

    I don't know if it can be done for armor.

    Posted in: Miscellaneous Development
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    posted a message on How do you allow a building to be placed in a no build region?
    Quote from ZeroAme: Go

    You don't have to do that though.. You can simply when placing the unit press and hold shift, this alows for the unit to be place anywhere. The same thing can be applied to place minerals right next to a CC.

    That doesn't work in game.

    Posted in: Miscellaneous Development
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