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    posted a message on Question concerning dialog items and multiple players

    @Bezerker18: Go

    Thanks.

    I have already another question related to this: Is there a way to avoid creating multiple triggers or long if-then-else chains when one wants to identify the triggering player? Or is it possible to link variables to players? Maybe one can store the variables for multiple players in some sort of an array and sc2 automatically picks the fitting one once a player triggers an event.

    As I have already mentioned, I know that there are ways to achieve this effect, however, I think I am not aware of a more elegant solution in this case. I mean, I can hardly believe that the only possibility here is to copy and paste each trigger for each player.

    Edit: Just used the search function and looked for "array". It is really possible! Amazing! Time to reduce a wall of triggers to a more handy size :)

    Posted in: Triggers
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    posted a message on Question concerning dialog items and multiple players

    I have a question about changing dialog item values via triggers: All the trigger events concerning dialog items have the term "... for (all players)" in the end. Does this mean that is it possible to have the same dialog with the same dialog items for each player and have them look completly different? This would be great since it wouldn't be necessary to copy/paste the related triggers for each player.

    Posted in: Triggers
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    posted a message on [Data] Hero Glow/Aura Tutorial (Old and/or Outdated)

    @s3rius: Go

    I found another solution: Using data only. One just needs a model, a model actor and a side operation actor to attach the glow (or some other visual effect) to a certain unit. The good part here is that actor events allow the modification of the models size and color and therefore one can use this for any number of different units.

    Posted in: Tutorials
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    posted a message on [Data] Hero Glow/Aura Tutorial (Old and/or Outdated)

    Is there a way to make the size of the glow bigger? This method seems to be fine for small unit, however, everything thats larger than a marauder just hides the glow under the the model.

    Posted in: Tutorials
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    posted a message on How to make an unit always follow another one?

    Hallo

    has someone an idea how to make an unit always stay close to another unit? My first try was a leashed wander behaviour, however, there seems to be no possibility to control this behaviour, i. e. the unit always runs around its spawn position. Using triggers seems to be a possibility, but if I use the "unit becomes idle" event the movement is quiet inaccurate. A periodic event would be possible, but again it is not accurate unless it is triggered very often (more than once/sec; I want to avoid that).

    Thx

    Posted in: Miscellaneous Development
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    posted a message on Unit spawning ability kills last spawned unit?

    What's about a behaviour applied to that unit type that initially searches for other units of the same type controlled by the same player and destroys them?

    Posted in: Data
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    posted a message on Making a unit spawn when another unit dies
    Quote from Colt556: Go

    @madmaxII: Go

    I did that, but still nothing. If the unit dies, nothing spawns.

    Yay, sorry, forgot something. Under Combat > Death Response you have to set Chance from 0 to 1, because your effect has 0% chance to happen at the moment.

    Posted in: Data
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    posted a message on Making a unit spawn when another unit dies

    Create a Behaviour (Buff). Then go to Behaviour - Modification + > Combat > Death Response > Effect and add a Create Unit effect there.

    Posted in: Data
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    posted a message on [Battlefield Egypt] NOW LIVE!

    Looks great. I would really like to play it. However, I cant find it on eu.

    Posted in: Project Workplace
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    posted a message on Units current/max health/energy/shield ---> integer?

    How can I save a units current or max health with an integer? I fail to find any matching set variable event.

    Posted in: Triggers
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    posted a message on Dungeon Keeper (Proof of Concept)
    Quote from redmarine: Go

    Bibendus, have you been working on ideas on how the AI should work? Well, when you drop an imp near a task you want to accomplish, how would you go around getting the imp to carry out that task?

    Have you thought about creating a semi-data/semi-trigger controlled AI? I had also the idea of making a DK map (and abandoned it because my editor skills are too low :( ) and wanted to make the AI being controlled mostly by autocast abilities (since units would be uncommandable anyway). For example each imp would have abilities to dig, aquire ground, fortify walls and harvest gold, which means, of course, that one needs lots of dummy units to guide them. This method would also work for all other units. Any unit would have an ability to target their lair, chickens in the hatchery, treasure room or their specific room. Unlike imps (and skelletons) those units would also need some sort of happiness bar which affects the use of their abilities (and is affected by their abilities). I thought that easiest way to achieve this is using the energy bar because no DK unit has ever used mana. 100 energy (maximum) would mean that the unit is perfectly happy, 0 energy would mean that it leaves the dungeon because its angry. Energy should degenerate over time of course. Whenever the unit eats, sleeps or earns its wage it would restore energy/happiness. I am not sure if the autocast ability AI control method is viable, however I think that at least the energy controlled happiness is a good idea because it is (imho) the most easy way to get each units individuall mood.

    (Please excuse my bad english)

    Posted in: Project Workplace
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    posted a message on Condition: Point is visible to player

    Hi, I need a condition that checks if a target point is visible to a player. There's a condition that checks wether a unit is visible to a player, but I can't find how to check that for a point. Thanks in advance.

    Posted in: Triggers
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    posted a message on How to make heros gain experience when an allied unit kills an enemy?

    I wasn't able to make the unit veterancy working, too. But Helrals solution works great. I suggest that you try it instead.

    Posted in: Miscellaneous Development
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    posted a message on Behaviour with Periodic Effect - How to add something visual

    Thanks! You can even add sound effects to the ability by creating an actor with actor type sound.

    Posted in: Miscellaneous Development
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