I know there is an easier and more simpler way to run specific triggers for players 1, 2, and 3 and condense it into one trigger instead of two. Thanks for any responses.
Currently, my trigger looks like this:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) == 1
Then
Trigger - Run Trigger 01 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) == 2
Then
Trigger - Run Trigger 02 (Check Conditions, Wait until it finishes)
I know that someone was going to post that problem Zero but I wanted Ardnived to play with the triggers to figure a way around that. I already know eheh.
I can make my unit jump on to a cliff and off it but the unit cannot walk off the cliff. I've used the Collosus's cliff walking ability but that just looks awful and there is no immediate change in height.
Are there other methods or is there a way to modify the Collosus's cliff walking ability?
0
I know there is an easier and more simpler way to run specific triggers for players 1, 2, and 3 and condense it into one trigger instead of two. Thanks for any responses.
Currently, my trigger looks like this:
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) == 1
Then
Trigger - Run Trigger 01 (Check Conditions, Wait until it finishes)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering player) == 2
Then
Trigger - Run Trigger 02 (Check Conditions, Wait until it finishes)
Else
0
Post your code so we can see.
0
@ZeroAme: Go
I know that someone was going to post that problem Zero but I wanted Ardnived to play with the triggers to figure a way around that. I already know eheh.
0
@UberNoober23: Go
What do you mean exactly when the unit has resources dropped off to it?
Does it mean that unit will have mineral resources spawn near it every time it moves somewhere? Be more specific.
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@Adrilath: Go
Here you go using triggers only. It works per your instruction.
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@verr82: Go
I would make that specific unit a flying one and all others ground units.
0
Looks great. Are there any more skills besides the unit spawner? If you could incorporate a few Zelda aspects, this game could go far.
0
Thumbs up for the design! Although this setting reminds me of a Final Fantasy town or setting!
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Can you post an example of the trajectory you're working on? I'd like to take it apart and apply it to my game.
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I can make my unit jump on to a cliff and off it but the unit cannot walk off the cliff. I've used the Collosus's cliff walking ability but that just looks awful and there is no immediate change in height.
Are there other methods or is there a way to modify the Collosus's cliff walking ability?
0
Thanks bro! All fiddle around with it!
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Is it possible for the carrier to point at 90 and 270 degrees at the camera's view?
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Works but the arc is a constant big arc. Is there a way to modify the value of how high the arc can be?
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Can you please show us an example map? I'm still new to the editor :)
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Instead of it going in a straight line, is there anyway that the grenade can arc?