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    posted a message on Text Tag Help

    store the text tag in a variable and destroy it before recreating it when you level

    Posted in: Triggers
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    posted a message on Is possible to give additional skill points to a hero?
    Quote from fr0d0b0ls0n: Go

    @EternalWraith: Go

    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 ?

    Posted in: Data
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    posted a message on Scaling ability/behavior dont take custom attribute into account

    @Asurax: Go

    bump still havent found a solution

    Posted in: Miscellaneous Development
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    posted a message on Beast's Anime Recommendations

    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

    Posted in: Off-Topic
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    posted a message on Multishot possible?

    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

    Posted in: Miscellaneous Development
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    posted a message on how i make units start spawning in the region

    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

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Data] Making Mineral fields never run out

    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 ""

    Posted in: Miscellaneous Development
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    posted a message on Timer Window - Cant get it to show up

    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.

    Posted in: Miscellaneous Development
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    posted a message on Scaling ability/behavior dont take custom attribute into account

    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

    Posted in: Miscellaneous Development
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