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    posted a message on Help Me!

    @Varine: Go

    Hahaha, it's an exaggeration, yes. It's an exercise in getting someone who's shy or not as outgoing to talk to girls. Of course, not every girl will jump into bed with you just because she'll tell you her name. The idea is that A. you've initiated the conversation and B. have some kind of gauge to know whether to continue or move on. All in all, it's a numbers game. As the old adage goes, if you ask 100 women to sleep with you, 1 will say yes.

    @Mozared: Go

    Going out and being social is like any other skill, it takes practice. Most people don't enjoy themselves when they go out because they don't know how. I know that sounds a bit odd, but having fun isn't about what you're doing but about how you're doing it. When you go out predicting that you're not going to have a good time, you probably won't.

    I am a computer nerd to the bone, but I can still go to the bar and talk to girls, make new friends and be other things than a computer nerd.

    Posted in: Off-Topic
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    posted a message on How to make abilities that use up charges on an item?

    @HatsuneMikuMegurine: Go

    Ya I'm having the same issue. If an items effect is triggered, it will not be removed, so I had to remove it in the trigger. When I checked "Destroy when depleted", the Trigger did not fire.

    Posted in: Miscellaneous Development
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    posted a message on Combat Shield upgrade not adding HP

    @Jentzsch: Go

    I confirmed they both actually do work fine. It was a data issue. I copied the marine and didn't duplicate and relink the upgrade.

    Odd thing is, the same was also true for metabolic boost, charge, and nitro packs, but they all upgraded. : /

    Posted in: Triggers
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    posted a message on Combat Shield upgrade not adding HP

    Tech Tree - Set Marine - Combat Shield upgrade level to 1 for player 15

    That's the one I got. Why is yours different?

    Posted in: Triggers
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    posted a message on Combat Shield upgrade not adding HP

    I have a trigger set the combat shield upgrade on Player 15 (hostile) to 1. When the trigger runs, the combat shield is added to the marines but their HP doesn't increase. What am I missing?

    Posted in: Triggers
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    posted a message on Help Me!

    I don't have an aversion to reading. I have an aversion to America's youth all turning into cave trolls. Just because you're a computer nerd doesn't mean you can't make time to go outside where the girls are. I'm telling you, go to Six Flags or the mall or anywhere other than your room. Any girl you see that you think is good looking, go up to her and introduce yourself, but don't ask for her name. If she tells you on her own, she's yours, if not, move on to the next one.

    I promise, you'll have a hell of a lot more fun than reading any book.

    Posted in: Off-Topic
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    posted a message on Command Card Problem

    Ya I think the Command Card is a little buggy right now. I created a complete command card 2 for my unit and the Data Editor simply would not recognize it. I ended up having to create another one on command card 4 to get it to work properly.

    Posted in: Data
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    posted a message on Help Me!

    Don't get a new game or a book or watch a movie...GET OUT OF THE HOUSE! Six Flags is a good idea. I remember one summer in middle school, my friends and I tricked the amusement park to giving us season passes for like $25 and then went every day. Best money I ever spent.

    Posted in: Off-Topic
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    posted a message on Lock selection to 1 unit

    I'm making a map where you control 1 hero unit for the whole game. I'd like to make it so the selection is locked to that unit so you can click all over the map and not have to worry about losing your spell hot keys b/c you deselected your hero.

    I'm at work and not looking at the editor right now so I wanted to get a few ideas before I tried to tackle this myself.

    One of the biggest issues I see with this is that if you can't select other units you won't be able to see info about them like their equipped weapon or life/shields. Much of this could be solved by a custom UI but I'd like to avoid that for the time being if possible.

    Posted in: Triggers
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    posted a message on Warning Invalid Validator %2 SC2

    I had a bunch of validators in the events of one of my actors. Once I removed all those, the error went away. To find the problem I had to put Validator in the search field and go through every data field. On the bright side, I did learn what a few new fields did.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Unit Stats

    @trentonx: Go

    there is a guide to this. the basic hero creation tutorials will show you how to do this. I know there are a few of them in the tutorials section of these forums as well as on youtube.

    Posted in: Data
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    posted a message on need help implementing A* Pathing algorithm

    I have no idea what you're doing, but if you can figure this out, I can really use something like it in a map I'm working on now.

    Right now I just have a bunch of points telling my units where to go so it is really clunky. I want to come up with some kind of algorithm for the unit's movement and for checking pathing.

    Also, What is A* and where can I find out more about it?

    Posted in: Triggers
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    posted a message on [Data] In-game customizable abilities.

    In-Game Customizable Abilities

    This tutorial will cover the creation of customizable abilities. I will not be covering the creation of the abilities themselves, but the mechanic I use to allow a player to have more choices in the way his characters abilities develop as he levels. This is a medium level tutorial as it expects you to have already created abilities and assumes you know how to manipulate various Data fields. For the purpose of this tutorial, I will be creating the upgrades for abilities on my character Aldris in my map Lane Runners. This process is a little repetitive so be ready to do a lot of copying and pasting.

    Buttons

    We will begin with Buttons. Create a button for your ability; one for the learn ability, and one for each upgrade. Do this for all of your abilities.

    Ability 1 – Hypersonic Dash

    Dash Ability; Dash Learn; Upgrade 1 – Reduce Cooldown; Upgrade 2 – Increase Speed; Upgrade 3 – Increase Damage

    Ability 2 – Railgun

    Railgun Ability; Railgun Learn; Upgrade 1 – Increase Damage Area; Upgrade 2 – Reduce Cooldown; Upgrade 3 – Reduce cost

    Ability 3 – Subsonic Pulse

    Pulse Ability; Pulse Learn; Upgrade 1 – Increased Range; Upgrade 2 – Reduced Cost; Upgrade 3 – Reduced Cooldown I like to change Icons for the different upgrades, but there is no harm using the same ones as long as you make sure and change the tooltips. I also like to use color icons for the Abilities and Learn abilities and monochrome for the upgrades.

    Requirements

    You will need to make a requirement for each upgrade that requires the skill be learned first. This will prevent players from using points upgrading a skill before they have the ability.

    • LearnDash –
    • * Use: And, Count Ability: Dash Complete At Unit, Constant: 1
    • LearnRail
    • * Use: And, Count Ability: Railgun Snipe Complete At Unit, Constant: 1
    • LearnPulse
    • * Use: And, Count Ability: Subsonic Pulse Complete At Unit, Constant: 1

    Effects

    Create 5 effects Effect Type: Issue Order and leave all the fields defaults. Name them UpgradeLearn1-5.

    Abilities

    If you already have a level up ability for your hero that statically increases the aspects of your abilities, you’re going to want to get rid of that. For each of the upgrades you doing, you need a dummy ability. For Hypersonic Dash create the abilities Effect – Instant: Dash CD (Dummy); Dash Speed (Dummy); Dash Damage (Dummy) Add UpgradeLearn effects 1-5 to the Effect Field. Do this for all dummy abilities for all abilities.

    Level Up Ability

    This is where the creativity begins. Level up abilities only have 20 slots available, however, for 3 skills to upgrade 3 different attributes 5 different times each, you’re talking 54 learn abilities. This is why we make dummy abilities, so we can put those in the learn ability and apply the upgrades with triggers.

    • Ability – Points Per Level: 1
    • Flags – Hide Maximum Level

    Ability Info +

    • Learn 01
    • * Count Max: 1
    • * Default Button: Dash Learn
    • * Ability: Dash
    • Learn 02
    • * Count Max: 1
    • * Default Button: Railgun Learn
    • * Ability: Railgun Snipe
    • Learn 03
    • * Count Max: 1
    • * Default Button: Pulse Learn
    • * Ability: Subsonic Pulse
    • Learn 04
    • * Count Max: 5
    • * Requirement: LearnDash
    • * Default Button: Dash – Reduce Cooldown
    • * Ability: Dash CD (Dummy)
    • Learn 05
    • * Count Max: 5
    • * Requirement: LearnDash
    • * Default Button: Dash – Upgrade Damage
    • * Ability: Dash Damage (Dummy)
    • Learn 06
    • * Count Max: 5
    • * Requirement: LearnDash
    • * Default Button: Dash – Upgrade Speed
    • * Ability: Dash Speed (Dummy)
    • Continue for the additional 6 respective dummy abilities.

    Unit

    Ability – Abilities +

    Add all of your dummy abilities along with your new hero learn ability

    Ability - Command Card +

    I use the bottom right corner of the command card for my learn ability.

    Command Card 1

    • Button: Level Up
    • * Command Type: Submenu
    • * Command Card: 2
    • * Learn Ability: Level UP

    Command Card 2

    I like to put the 3 skills to learn along the left of the command card and each upgrade to the right of the skill. I will list the buttons starting with Top Left.

    • Button: Dash Learn
    • * Command Type: Ability Command
    • * Requirements: None
    • * Ability: Level Up
    • * Ability Command: Dash Learn
    • Button: Dash – Reduce Cooldown
    • * Command Type: Ability Command
    • * Requirements: Learn Dash
    • * Ability: Level Up
    • * Ability Command: Dash – Reduce Cooldown
    • Button: Dash – Upgrade Damage
    • * Command Type: Ability Command
    • * Requirements: Learn Dash
    • * Ability: Level Up
    • * Ability Command: Dash – Upgrade Damage
    • Button: Dash – Upgrade Speed
    • * Command Type: Ability Command
    • * Requirements: Learn Dash
    • * Ability: Level Up
    • * Ability Command: Dash – Upgrade Speed
    • Continue this for the rest of your abilities and cooldowns. Don’t forget to put a submenu cancel button.

    Upgrades

    Now for the meat as this is where you actually change your spells, with the upgrades. Once again, 3 spells, 3 upgrades per spell, 5 levels per upgrade equals 45 upgrades per character.

    • Upgrade: Dash CD 1
    • * Affected Unit Array: Aldris
    • * Effects – Data Reference: Ability – Dash: Cost – Cooldown – Time Use
    • * Effects – Operation: Set
    • * Effects – Value: 18 (Default 20 sec.)
    • * Duplicate this 5 times, reducing the Effects – Value: each time.
    • Upgrade: Dash Damage 1
    • * Affected Unit Array: Aldris
    • * Effects – Data Reference: Effect – Dash (Damage): Amount
    • * Effects – Operation: Set
    • * Effects – Value: .8 (Default .6)
    • * Duplicate this 5 times, increasing the Effects – Value: each time.
    • Upgrade: Dash Speed 1 – This one is complicated. In order to make the unit run faster, I apply a buff, however, for Buffs, upgrades will only effect duration. Therefor to get multiple speeds, I had to create multiple buffs and change the Apply Behavior Effect to apply the different speed buffs.
    • * Affected Unit Array: Aldris
    • * Effects – Data Reference: Effect – Dash Speed: Behavior
    • * Effects – Operation: Set
    • * Effects – DashSpeed1
    • Duplicate this 5 times, setting Effects – Behavior: each time.
    • Repeat this process for the other 2 spells

    Triggers

    Start with an Integer Array Size [3][9] – Dash Upgrade Array where the first variable is the 3 different upgrades and the second is the different players.

    Dash CD Level
        Events
            Unit - Any Unit uses Aldris - Aldris - Dash - Upgrade Cooldown at Generic6 - Complete stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            General - Switch (Actions) depending on Dash Upgrade Array[1][(Triggering player)]
                Cases
                    General - If (0)
                        Actions
                            Tech Tree - Set Aldris - Dash CD 1 upgrade level to 1 for player (Triggering player)
                            Variable - Modify Dash Upgrade Array[1][(Triggering player)]: + 1
                    General - If (1)
                        Actions
                            Tech Tree - Set Aldris - Dash CD 2 upgrade level to 1 for player (Triggering player)
                            Variable - Modify Dash Upgrade Array[1][(Triggering player)]: + 1
                    General - If (2)
                        Actions
                            Tech Tree - Set Aldris - Dash CD 3 upgrade level to 1 for player (Triggering player)
                            Variable - Modify Dash Upgrade Array[1][(Triggering player)]: + 1
                    General - If (3)
                        Actions
                            Tech Tree - Set Aldris - Dash CD 4 upgrade level to 1 for player (Triggering player)
                            Variable - Modify Dash Upgrade Array[1][(Triggering player)]: + 1
                Default
                    Tech Tree - Set Aldris - Dash CD 5 upgrade level to 1 for player (Triggering player)
                    Variable - Modify Dash Upgrade Array[1][(Triggering player)]: + 1
    

    Copy and paste this trigger for each upgrade. You will have 9 triggers and 3 variable arrays when finished.

    Closing

    Now you should be able to go in game and have customized spells. This system is great for keeping a game fresh. If you don’t give the player enough skill points to max everything out, they can have a different experience every time they play.

    Posted in: Tutorials
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    posted a message on Placing an item with a foot print
    Quote from shardfenix: Go

    Just to be clear, your barricade unit has the footprint you want, right? You're not making the footprint via effects or anything, right?

    Yes the footprint is attached to the unit. I am using the Destructible rocks 2x6 Horizontal foot print. I also tried creating a new one by copying that footprint so I could mess with the different settings on the footprint but still no success. I've messed with the Data field "Footprint" and "Footprint-Placement". This seems like it may just a bug.

    Posted in: Data
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