I just made a quick test(+1 armour on a zergling for each click, a zergling that could shrug off a nuke after a minute of clicking) and it worked fine, no disappearing buttons or anything. I would check the ability to make sure you don't have any stray fields changed.
If it was me, I would set it up as an ability on the tower, no need for a dialog, and no need to detect the tower since it is already selected(In fact, it probably wouldn't require any triggers). If you really want the dialog then you can probably save the selected unit to a variable and use that to reference the unit in your trigger. There doesn't seem to be a "Selected Unit" function. You would need to do something about multiple selections.
If I understand this correctly (and I may very well not), you wish to upgrade towers using a dialog. I guess my question is why not use the upgrade system that is already in. There is a tutorial that shows how to set it up here.
If you are wishing just to buff a single tower, then you can look at applying behaviours. You just need to create a "Buff" behaviour for the bonuses you want and then apply it to the tower in question. This could be done either by a trigger or an ability on the tower. If you change the "Maximum Stack Count" on the behaviour then it should be able to apply multiple times.
I think you will have to put all the regions when you want enemy units to spawn into an array. Then use the Random Integer function to select an array index to get a region.
If it was just a missing actor I would have expected to have seen nothing, not blue orbs. With the details here it is hard to know what is wrong. If you do not mind uploading your map, I'd be willing to take a look at it.
Ok, since you have said you have already created the sound I will skip over the creation of the sounds.
First you will need to create an actor for your sound or use one if you have already created it(skip the first step if you already have the actor:
Open the Actor Tab and create a new “Action” Actor based off “Generic Attack”(It might be easier to duplicate an existing one that is close to what you want).
Find the “Impact Map +” field and open it.
Select “None” at the top, and then change “Sound” to your sound; you may also need to add a model as well.
If you have just created the actor then you will need to link it to your effect. Change the “Impact” field to your effect.
Most likely you are just missing an actor on the effect.
Open the Actor tab. Since it is artillery I think the siege tank attack might be a good choice, so find “Siege Tank Sieged Attack” and copy it.
Up at the top in the “Tokens” section change the “Attack Effect” to be the effect you created for the ability. If "Attack Effect" doesn't work, try the "Impact Effect".
Is there a particular reason you want it all in a single trigger? I think it would be better to put each in its own trigger, then you don't need to worry about if statements. The triggers would be quite simple actually:
Events
Unit - Any Unit Enters reapers
Local Variables
Conditions
Actions
Unit - Create 8 Reaper for player 1 at (Random point in reapers) facing 270.0 degrees (No Options)
Create one for each spawn location, and then put them into a folder for organization.
I just tested it out by having a trigger that would send me a message whenever a unit entered "triggering region". Despite many units entering a number of different regions it was never triggered. This is because until the event is fired, there is no triggering region.
You will want to change your event to:
Unit - Any Unit Enters summonreaper
Then move the unit spawning out of the if statement into the regular action. Then create a seperate trigger for each of the other regions. Alternatively you could have multiple events in one trigger and then use the if statement to select the action to take, but each event entry will need to reference a specific region.
Scroll to the bottom of the cost window, you should see a section called "Cooldown". Beside Link click add and enter "Shield Restore" or whatever you want to call it.
Under "Location" select "Ability".
Change "Time Use" to the desired cooldown in seconds, 1 in this case.
I did not experience any of the problems you are reporting in my tests. I would check to see if there are any unwanted settings that might have accidentally got set.
I do not know how to change the appearance of the shields, but if I had to guess it is probably in the actor data, or perhaps the model.
Have you made sure your filters are set up correctly in step 6 of the ability creation? You will want to find "Self" in the list and set it to "required", and set everything else to "allowed". With the check boxes at the bottom you will want "Player" checked, and the other three unchecked. Then once you have plugged in the number values in the other steps it would work. Double check the validator as well. I tested it and it was working for me.
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I just made a quick test(+1 armour on a zergling for each click, a zergling that could shrug off a nuke after a minute of clicking) and it worked fine, no disappearing buttons or anything. I would check the ability to make sure you don't have any stray fields changed.
0
If it was me, I would set it up as an ability on the tower, no need for a dialog, and no need to detect the tower since it is already selected(In fact, it probably wouldn't require any triggers). If you really want the dialog then you can probably save the selected unit to a variable and use that to reference the unit in your trigger. There doesn't seem to be a "Selected Unit" function. You would need to do something about multiple selections.
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If I understand this correctly (and I may very well not), you wish to upgrade towers using a dialog. I guess my question is why not use the upgrade system that is already in. There is a tutorial that shows how to set it up here.
If you are wishing just to buff a single tower, then you can look at applying behaviours. You just need to create a "Buff" behaviour for the bonuses you want and then apply it to the tower in question. This could be done either by a trigger or an ability on the tower. If you change the "Maximum Stack Count" on the behaviour then it should be able to apply multiple times.
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I think you will have to put all the regions when you want enemy units to spawn into an array. Then use the Random Integer function to select an array index to get a region.
0
If it was just a missing actor I would have expected to have seen nothing, not blue orbs. With the details here it is hard to know what is wrong. If you do not mind uploading your map, I'd be willing to take a look at it.
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Ok, since you have said you have already created the sound I will skip over the creation of the sounds.
First you will need to create an actor for your sound or use one if you have already created it(skip the first step if you already have the actor:
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I haven’t tested this, but I think it should probably help.
I hope this helps, if you could let me know if it works or not I would appreciate it
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Most likely you are just missing an actor on the effect.
Hope this helps.
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Is there a particular reason you want it all in a single trigger? I think it would be better to put each in its own trigger, then you don't need to worry about if statements. The triggers would be quite simple actually:
Events
Unit - Any Unit Enters reapers
Local Variables
Conditions
Actions
Unit - Create 8 Reaper for player 1 at (Random point in reapers) facing 270.0 degrees (No Options)
Create one for each spawn location, and then put them into a folder for organization.
0
I just tested it out by having a trigger that would send me a message whenever a unit entered "triggering region". Despite many units entering a number of different regions it was never triggered. This is because until the event is fired, there is no triggering region.
You will want to change your event to: Unit - Any Unit Enters summonreaper
Then move the unit spawning out of the if statement into the regular action. Then create a seperate trigger for each of the other regions. Alternatively you could have multiple events in one trigger and then use the if statement to select the action to take, but each event entry will need to reference a specific region.
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Are you sure you have the Event right? "Unit - Any Unit Enters (Triggering region)" at that point, I do not believe there is a triggering region.
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To add a cooldown to the Shield Restore:
I did not experience any of the problems you are reporting in my tests. I would check to see if there are any unwanted settings that might have accidentally got set.
I do not know how to change the appearance of the shields, but if I had to guess it is probably in the actor data, or perhaps the model.
0
You can also cause a unit to spawn other units in the Data Editor. The Hatchery is a good example of it.
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In the Trigger Editor there is an action called "Create Text Tag". This lets you place text on the map with a number of options.
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Have you made sure your filters are set up correctly in step 6 of the ability creation? You will want to find "Self" in the list and set it to "required", and set everything else to "allowed". With the check boxes at the bottom you will want "Player" checked, and the other three unchecked. Then once you have plugged in the number values in the other steps it would work. Double check the validator as well. I tested it and it was working for me.