I'll try when I get back to home, but that will not probably increase the level of my hero to 11? I'll check it anyway.
how about when unit reach lvl 9(using count behavoir for veterancy) you use catalogue function and change the point per lvl to 2 then at lvl 10 you chance it back to 1 via catalogue ?
hehe I watched most if not all the show named in this thread kinda sad.. this thread lack comedy show like Setokai (season 1 and the one airing atm).
Out of the 100s of series I watched those i can remember on top my head not including those still airing; Monster,Death Note,Code Geass,Claymore,Berserk,Serial experiment Lain
Desnt have these 2 event mean its either every 12second of game time OR when any unit enter do bla bla
what you need is proably 2 trigger ; the 2nd one is initally off
trigger 1:
event a unit enter area X
action: turn on trigger 2 turn off trigger 1
Trigger 2
event: every 12second
action: spawn stuff bla bla
might even be possible to do it in one trigger depending on what you need
amout of mineral in a mineral field depend on the behavor mineral; you can edit that amount via the catalogue function before creating it
function will look like this
Catalog - Set value of Behaviors Entry Field Path for player (Triggering player) to ""
why such a long trigger to respawn the hero? You can either respawn the triggering unit via a single custom script line or store the hero in a unit type variable and then respawn it using another single line.
heres is mine for comparaison
HeroDies
Events
Unit - Any Unit dies
Local Variables
Conditions
((Unit type of (Triggering unit)) has Heroic attribute) == true
(Controller of player (Owner of (Triggering unit))) == User
Actions
General - Wait 10.0 Game Time seconds
General - Custom Script: UnitRevive(EventUnit());
Unit - Set (Triggering unit) Life (Percent) to 100.0
Unit - Move (Triggering unit) instantly to HeroSpawnLocation (No Blend)
also are u sure thats the trigger that bug when u kill zergling? sounds impossible given the event.
I got array overflow only once or twice so far and it was because the size of the array didnt increase by itself for that variable as I was used to that.. I had to manually put the size to make sure the trigger dont go over the set size.
Each agi point is worth is 0.35 armor and the hero start with 10 giving him 5(base) + 3.5(from attribute)
If i turn my aura on (with effect armor multiplier 1.1) I get 5x 1.1 +3.5 giving a total of 9 which is not what I want
It should be 5+3.5 X1.1 giving a total of 9.35
I'm also having the same problem with increasing the unit MAX HP temporarily, the unit start with a base of 500HP and get +200 from stats giving him a total of 700 , if i use an ability/behavior increasing HP by 20% I get 500*1.2+ 200=800 HP instead of 700*1.2=840
anyone know a way to fix this? any scaling only use the unit base data and doesn't care of custom stats.
Triggering is not an option especially for increasing Max HP temporarily(would give problem if the unit level/buy stats increase book while transformed)
Also I just saw today that i had an account on sc2mapster since APR 30 somehow
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store the text tag in a variable and destroy it before recreating it when you level
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how about when unit reach lvl 9(using count behavoir for veterancy) you use catalogue function and change the point per lvl to 2 then at lvl 10 you chance it back to 1 via catalogue ?
0
@Asurax: Go
bump still havent found a solution
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hehe I watched most if not all the show named in this thread kinda sad.. this thread lack comedy show like Setokai (season 1 and the one airing atm).
Out of the 100s of series I watched those i can remember on top my head not including those still airing; Monster,Death Note,Code Geass,Claymore,Berserk,Serial experiment Lain
0
Quote from SuzuQQ:
Quote from Docablo: Go
just make an effect with the type search area. then make the maximum count 3.
Sorry for the necro, but how does one set the maximum count on multishot?
when you make a search ability you can set the maximum count
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Desnt have these 2 event mean its either every 12second of game time OR when any unit enter do bla bla
what you need is proably 2 trigger ; the 2nd one is initally off
trigger 1:
event a unit enter area X
action: turn on trigger 2 turn off trigger 1
Trigger 2
event: every 12second
action: spawn stuff bla bla
might even be possible to do it in one trigger depending on what you need
0
amout of mineral in a mineral field depend on the behavor mineral; you can edit that amount via the catalogue function before creating it
function will look like this
Catalog - Set value of Behaviors Entry Field Path for player (Triggering player) to ""
0
why such a long trigger to respawn the hero? You can either respawn the triggering unit via a single custom script line or store the hero in a unit type variable and then respawn it using another single line.
heres is mine for comparaison
HeroDies
Events
Unit - Any Unit dies
Local Variables
Conditions
((Unit type of (Triggering unit)) has Heroic attribute) == true
(Controller of player (Owner of (Triggering unit))) == User
Actions
General - Wait 10.0 Game Time seconds
General - Custom Script: UnitRevive(EventUnit());
Unit - Set (Triggering unit) Life (Percent) to 100.0
Unit - Move (Triggering unit) instantly to HeroSpawnLocation (No Blend)
also are u sure thats the trigger that bug when u kill zergling? sounds impossible given the event.
I got array overflow only once or twice so far and it was because the size of the array didnt increase by itself for that variable as I was used to that.. I had to manually put the size to make sure the trigger dont go over the set size.
0
Hello everyone, I have a problem regarding armor/hp scaling when using attribute heres the problem http://img828.imageshack.us/f/screenshot2010083010132.jpg/
Each agi point is worth is 0.35 armor and the hero start with 10 giving him 5(base) + 3.5(from attribute) If i turn my aura on (with effect armor multiplier 1.1) I get 5x 1.1 +3.5 giving a total of 9 which is not what I want It should be 5+3.5 X1.1 giving a total of 9.35
I'm also having the same problem with increasing the unit MAX HP temporarily, the unit start with a base of 500HP and get +200 from stats giving him a total of 700 , if i use an ability/behavior increasing HP by 20% I get 500*1.2+ 200=800 HP instead of 700*1.2=840
anyone know a way to fix this? any scaling only use the unit base data and doesn't care of custom stats. Triggering is not an option especially for increasing Max HP temporarily(would give problem if the unit level/buy stats increase book while transformed)
Also I just saw today that i had an account on sc2mapster since APR 30 somehow