I cant read the text inside the spoilers :(
Looks like the formatting is gone. Is there any possibility to repost this? I guess it is possible to decrypt it, though.
I need a validator that makes an effect only trigger if the target is 0 or less than 0 armor. I fail to find a validator type that makes it possible. Any ideas?
Here is a video tutorial about passive levelable abilities. I have no clue if it works since I just bookmarked it in case I need it some day. It may also be outdated since it is from august 2010, but maybe it helps.
I have a number of buttons that are stored in a dialog item array. If a player uses one of them, is there an easy way to return the index of the used button or do I have to use Switch/if-then-else to determinate which one has been used?
Also, is it possible to make a condition that looks something like this:
In my map players can buy buffs with dialogs which are applied to their units. However, they can only have a certain number of active buffs which are again specified inside a dialog. I thought it might be a good idea to use a pulldown list to store the buffs a player has bought and then use this list to let players choose the buff they want from it. I was able to add all buffs correctly to the list for each player (add list item ITEM to PULLDOWN for triggering player), but I have no idea how to keep working at that point. The buffs can be bought in any order, which means the list looks different for all players.
How do I know which item a player has selected? As far as I see one can only access list items with their index, but doesnt help me, because I need to know their entry.
Thanks in advance!
Kerrigan should be the Mistress. And what's about using Scourges (the suicide flyers) as fireflies? You just have to change the units height a little bit.
You haven't used any zerg eggs so far. What's about using them as library? (since those eggs (or Larvaes?) contain all DNA required to hatch every single zerg unit?)
I am a bit curious how you want to get the rooms to work. Do you always save all information for each tile and then iterate through all surrounding ones once a tile changes its properties?
I doubt that you will be able to do this only sc2 stuff. There is almost nothing that can be used as floor tiles.
On the other hand, you basically just need squares with a texture on the top. It shouldn't be that difficult to create such models. Not sure though. Maybe it would be best to create a request thread.
One question: does this allow one to create ui buttons linked to unit abilities that do not suffer from the key-pressed-event-delay? I.e. can I make ui items that work with normal hotkeys?
0
Thank you! I think it would be great if someone edits your post in the OP.
0
I cant read the text inside the spoilers :( Looks like the formatting is gone. Is there any possibility to repost this? I guess it is possible to decrypt it, though.
0
I need a validator that makes an effect only trigger if the target is 0 or less than 0 armor. I fail to find a validator type that makes it possible. Any ideas?
0
Here is a video tutorial about passive levelable abilities. I have no clue if it works since I just bookmarked it in case I need it some day. It may also be outdated since it is from august 2010, but maybe it helps.
0
I have a number of buttons that are stored in a dialog item array. If a player uses one of them, is there an easy way to return the index of the used button or do I have to use Switch/if-then-else to determinate which one has been used?
Also, is it possible to make a condition that looks something like this:
Used Dialog Item == Button[Any Index]
instead of:
OR -Used Dialog Item == Button[0] -Used Dialog Item == Button[1] -.....
0
Sad. What is best way to keep track of them?
0
In my map players can buy buffs with dialogs which are applied to their units. However, they can only have a certain number of active buffs which are again specified inside a dialog. I thought it might be a good idea to use a pulldown list to store the buffs a player has bought and then use this list to let players choose the buff they want from it. I was able to add all buffs correctly to the list for each player (add list item ITEM to PULLDOWN for triggering player), but I have no idea how to keep working at that point. The buffs can be bought in any order, which means the list looks different for all players. How do I know which item a player has selected? As far as I see one can only access list items with their index, but doesnt help me, because I need to know their entry. Thanks in advance!
0
Doesn't it exist or am I blind? Oo
If they don't exist what is the best way to store a behavior with triggers?
0
Kerrigan should be the Mistress. And what's about using Scourges (the suicide flyers) as fireflies? You just have to change the units height a little bit.
When will we see a video shwoing room creation?
0
How do I use that? No matter what I try it just produces an error and does nothing. I just want to place an actor somewhere in my map.
0
I just hope the game will be better than trailer :D
0
You haven't used any zerg eggs so far. What's about using them as library? (since those eggs (or Larvaes?) contain all DNA required to hatch every single zerg unit?)
I am a bit curious how you want to get the rooms to work. Do you always save all information for each tile and then iterate through all surrounding ones once a tile changes its properties?
0
I doubt that you will be able to do this only sc2 stuff. There is almost nothing that can be used as floor tiles.
On the other hand, you basically just need squares with a texture on the top. It shouldn't be that difficult to create such models. Not sure though. Maybe it would be best to create a request thread.
0
Awesome! Probably the most promising map I have ever seen for sc2.
By the way, as far as I know the fortification of walls was not that fast in the old dk.
0
One question: does this allow one to create ui buttons linked to unit abilities that do not suffer from the key-pressed-event-delay? I.e. can I make ui items that work with normal hotkeys?