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    posted a message on [Solved] Multiple impact effects, problem.

    SOLVED

    I solved this by just having a search effect with two searches, the first one just with damage and 0.01 radius.

    Posted in: Data
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    posted a message on [Solved] Multiple impact effects, problem.

    Hello. I am having a small weapon problem. I have made a weapon that fires a missile that does damage on impact. However, i also want it to start a search area effect at the target point, how do i do this?

    Simply: I have a Launch Missile effect that applies a Damage effect on impact. I want it to also apply a search area effect.

    Help is much appreciated.

    Posted in: Data
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    posted a message on Dialog item variable problem
    Quote from o3210: Go

    Just use a condition insted Conditions: Used dialog item == ArchmageAscendus

    Oh lol, should've thought of that. Isnt it strange that it doesnt work though? Thanks!

    Posted in: Triggers
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    posted a message on Dialog item variable problem

    It is a global variable, please see pictures below for further information.

    http://imgur.com/I0kp3 http://imgur.com/9QlLQ http://imgur.com/nHz9l

    Posted in: Triggers
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    posted a message on Dialog item variable problem

    When using the event "Dialog Item Is Used", my Dialog Item variable does not show up as a usable variable, why?

    I have one trigger for setting up and showing a dialog with dialog buttons. When creating dialog buttons, i use Set Variable with Last created dialog item to set my empty Dialog item variables. I use "Create a dialog item (button)" for my dialog items.

    Posted in: Triggers
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    posted a message on Preventing stacking of auto-casted buff

    I didn't realize there were validator templates that werent already completed validators to use. I used the template for 'unit compare behavior count', works like a charm. I also used a template for "unit firing weapon" to make it only buff towers 'in action'.

    Thank you for this.

    Posted in: Data
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    posted a message on Preventing stacking of auto-casted buff

    Allright so im making a tower defense. One of the towers buff other ones with a +atkspd% buff. The ability-fire is done in the data editor and the rest with triggers. I've gotten the auto-cast to work but once i have 2 of the buff-towers they may buff the same target (basically wasting one of the buffs, as the effect doesnt stack - and is not meant to). Basically i want to prevent an auto-cast of the buff on the target if its already affected by that particular buff. I have not found a vaildator that helps me yet but i guess there has to be one that would help me? Is there perhaps another way to solve the problem?

    Thank you.

    Posted in: Data
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    posted a message on Making "straight" texture

    Thank you for the answers.

    Posted in: Terrain
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    posted a message on Making "straight" texture

    I am making a TD and i've a small problem with making the creep roads. I do not want to use the built-in roads, but simply draw roads by using a different texture (like you did in wc3). However, it seems impossible to get the roads 100% straight. Is there a way to lock the mouse so it only moves horisontally/vertically or what do you suggest i do?

    Also i noticed that no textures seem to unbuildable by default. Is there a way to change this or do i have to use doodads/regions?

    Thank you.

    Posted in: Terrain
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    posted a message on Map not publishing for SINGLE PLAYER ___ Help.

    why dont you just create it privately in multi and add AI ?

    Posted in: Miscellaneous Development
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    posted a message on Death animation does not work

    @sonnert: Go

    Anyone?

    Posted in: Miscellaneous Development
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    posted a message on Death animation does not work

    I'm making a hero arena sort of map.

    A spell i am making with a baneling duped hero is suppose to damage all units around it and play its death animation. It's just that the death animation wont play. I've tried to play the death animation for my other heroes and it works just fine. Also, when my baneling hero dies, the death animation plays O.o.

    I've checked the units actor and everything looks fine.

    The units name is "Johan Lunnbäck" and the spells name is "Tokyo Gore Police".

    I will link my map and would greatly appreciate if anyone could take a look!

    The spell is made in the trigger editor.

    Posted in: Miscellaneous Development
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    posted a message on Mapchange in Multiplayer

    I don't think it's possible to change the map ingame, you'd have to host the other map with saved heroes and all that.

    Posted in: Miscellaneous Development
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    posted a message on Help with zerg attack

    1) Map -> Player properties

    (

    Elapsed time 5 sec -> Set alliance

    )

    2) (

    Elapsed time 5 sec -> Create units facing angle

    )

    3) Make a "Timer" variable named "timer1" or whatever

    (

    Elapsed time 5 sec -> Start timer "timer1" as a one-shot timer that will expire in 600 game seconds

    )

    For the "create units" you'd have to make regions first to tell the trigger where you want the units to spawn

    Posted in: Miscellaneous Development
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    posted a message on Getting a "colony ship" to land at a point

    You never said you wanted it to touch ground, you just said unload.

    Action - change unit height

    Posted in: Miscellaneous Development
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