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    posted a message on Why is this not MUI?
    Platform Text Toggle
        Events
            UI - Player Any Player presses T key Down with shift Allow, control Allow, alt Allow
        Local Variables
            temp_Count = 0 <Integer>
            arrayIndex = ((Triggering player) - 1) <Integer>
            DEBUG_toggle = No Text <Text>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    playerInfo[arrayIndex].toggle_Text == true
                Then
                    Variable - Set DEBUG_toggle = "FALSE"
                    Variable - Set playerInfo[arrayIndex].toggle_Text = false
                    ------- Hide all platform text tag
                    General - For each integer temp_Count from 0 to 13 with increment 1, do (Actions)
                        Actions
                            Text Tag - Hide Platform Text Tag[temp_Count] for (Player group((Triggering player)))
                Else
                    Variable - Set DEBUG_toggle = "TRUE"
                    Variable - Set playerInfo[arrayIndex].toggle_Text = true
                    ------- Show all platform text tag
                    General - For each integer temp_Count from 0 to 13 with increment 1, do (Actions)
                        Actions
                            Text Tag - Show Platform Text Tag[temp_Count] for (Player group((Triggering player)))
            UI - Display (Combine ((Name of player (Triggering player)), " (Player ", (Text(arrayIndex)), ")'s toggle status: ", DEBUG_toggle)) for (All players) to Debug area
    

    I don't get which part i scripted wrongly or i am just too tired. It just won't work on multiplayer. Sometimes when other players press T, my text will turn off and vise versa.

    Posted in: Triggers
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    posted a message on war pig attack animation when using "sniper" ability (ghost)

    @RealYnsanity: Go

    try using Animation Play under terms. I don't think you need it to stop when using Animation Play as it only does once. Correct me if i am wrong, i can't check it now

    Posted in: Data
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    posted a message on How does mod work?

    @Alrik1989: Go

    So for example if i create a mod name Test. And i created a custom marine name soldier. When i use this mod in my map, i can use soldier right away as a custom unit?

    Posted in: Data
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    posted a message on How does mod work?

    When creating a map, i can choose a mod or a map. How does a mod work? What do people normally use it for?
    Can i create custom units in a custom mod and use it on all of my campaign maps? Does it work on multiplayer?

    Posted in: Data
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    posted a message on Flame Wave ability doing INSANE damage!

    I think i know why, but not sure if this is the way you want. Check your marker, and under match flags = "ID : enable". If so you can set your damage to 2 instead of 0.5 and make sure the damage effect has a validator "no marker".

    Posted in: Data
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    posted a message on Editor UI

    Bump, after so many months, i am still having this problem, it is not a big issue but annoying.. is there a way to fix this? Below is 2 example pics

    Posted in: Miscellaneous Development
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    posted a message on Removing leviathan tentacles?

    @BorgDragon: Go

    oh my that is cool! thanks alot!

    Posted in: Data
  • 0

    posted a message on Removing leviathan tentacles?

    Is there a way to remove leviathan tentacles?

    Posted in: Data
  • 0

    posted a message on ability that uses mouse position?

    Is there a way to make an ability to target a the current mouse position without clicking in the data editor? If so may i know how?

    Posted in: Data
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    posted a message on How does merc air drop work?

    There are 4 buffs which are link:

    MercAirDrop -> MercAirDropB -> MercAirDropC -> MercAirDropD

    The only Behavior - Modification+ is in MercAirDrop (Unit > Height & Height Time), how does the other buffs affect the height time?

    Posted in: Data
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    posted a message on Medivac Load, need help

    @uiasdnmb: Go

    Thank you so much for the detail explanation [: appreciate it!

    Posted in: Data
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    posted a message on Medivac Load, need help

    @uiasdnmb: Go

    Once again thanks for the detail guide [:
    Got it to work. The reason it didn't work before is because i didn't set the unit type value after creating it ._. my mistake on that. Still pretty confuse with the player requirement as the load validator tooltip says "These validators must return true for a unit to be loaded into the transport". How does the player requirement returns the owner of caster who used load?

    I am pretty new to upgrades. Have a few questions about it...

    I created an upgrade named: Marine (License)
    and
    I created a requirement named: Marine License

    Under Marine License, at the Requirement+ field, i put:
    Use
    - Type: Count Upgrade
    - Alias: Marine (License)
    - State: Complete

    On trigger, when a player buys the license, i set :
    Tech Tree - Set Marine (License) upgrade level to 1 for player (Triggering player)

    1. Is this correct for what i did?
    2. What is the difference from "USE" and "SHOW" in the Requirements+ field?
    3. What is tech tree cheat? Do i need to enable it?

    Posted in: Data
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    posted a message on Medivac Load, need help

    @uiasdnmb: Go

    I love you guys, this is exactly what i needed to know! This is waaaay easier than triggering the hard way! I will post my results when i am done with it. Can't believe i never know validators have Combine type! Added you guys to credits!

    UPDATE 1:
    I notice load validator only checks for the unit i am loading in. Unfortunately, the units i am loading are not belong to my own. Is there a way around to check for the player whether or not the player has license?

    Posted in: Data
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    posted a message on Medivac Load, need help

    I am trying to let medivac load specific unit type when i buy an upgrade (No specific order)

    Unit Types example:
    1. scv
    2. marine
    3. zealot
    4. tauren marine
    5. ultralisk

    I can load scv (1) by default. When i buy license 3, i wanna be able to load zealot. When i buy 2, i wanna be able to load marine. I can buy 2,3,4,5 in no specific order. Without any upgrade (2-5), i can't load the unit for that specific type. Is there a way to do this? I can't find a way to do it in data editor. I can do it the hard way with triggers but would love to know if theres a way.

    Posted in: Data
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    posted a message on Disable movement Queues?

    @caspersc: Go

    Would like to know both solutions so i can play around with it.

    Posted in: Data
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