"Player Kills[]" is an integer array (9), with my map having 8 players most so 0 will stay empty. The display trigger is run by another trigger just after the map starts.
The leaderboard creates well enough for myself (haven't tested it with others yet) but the kills don't update. I'm lost :(
I've just followed Dinadan's instructions on setting up a linear upgrade system but can't find a way to hide the button when the max level has been reached. What's happening is the max level finishes and the button remains, you can still click it and it will take your minerals but it will no longer have an upgrade effect on the target. Anyone know how to hide them?
I can't help when the information you provide is vague. Ie, how was I supposed to know the one you showed me was the work around? If you're not a noob at coding then please structure a question logically otherwise I can't help. I still need the specific example of what wasn't working because lord knows how you were trying to do it.
Yeah I guess. Whatever seems to work great for me doesn't seem to meet others needs :P
I suppose another solution would be to set up regions on the bounds and make a trigger that will point them back to where you want them heading, although that could be time consuming depending on how complex the path you want them to travel will be.
I used to have that problem too. Just select the unit type under the units tab, search for seperation radius and reduce it to something much smaller and they will clump up nicely and stay that way
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That was stupidly easy :P Ty. I checked about 10 different condition options and somehow missed that
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This is probably something simple but for the life of me I can't create a condition to check what type of unit just died. Something like:
Event
Unit - Any unit dies
Condition
Triggering unit == MULE
Action
Do x y z
You can pick units that are already on the map but you can't pick unit types, even if stored as a variable. Any ideas?
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I would also like to know
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Double bump
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@vjeux: Go
Gah! It's always something so simple. Tytyty
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"Player Kills[]" is an integer array (9), with my map having 8 players most so 0 will stay empty. The display trigger is run by another trigger just after the map starts.
The leaderboard creates well enough for myself (haven't tested it with others yet) but the kills don't update. I'm lost :(
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Bumpety bump :)
I've just followed Dinadan's instructions on setting up a linear upgrade system but can't find a way to hide the button when the max level has been reached. What's happening is the max level finishes and the button remains, you can still click it and it will take your minerals but it will no longer have an upgrade effect on the target. Anyone know how to hide them?
0
I can't help when the information you provide is vague. Ie, how was I supposed to know the one you showed me was the work around? If you're not a noob at coding then please structure a question logically otherwise I can't help. I still need the specific example of what wasn't working because lord knows how you were trying to do it.
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Try changing the event to Timer Expires and remove the condition
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@Triceron: Go
Hey good stuff!
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Ah ty, solved the problem. The new bunkers just weren't linked up with the right event as you said. Cheers
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@Eiviyn: Go
Dunno what to tell you, sorry :/
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Have you tried selecting the unit in the unit tab and changing the mover field to Fly?
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Yeah I guess. Whatever seems to work great for me doesn't seem to meet others needs :P
I suppose another solution would be to set up regions on the bounds and make a trigger that will point them back to where you want them heading, although that could be time consuming depending on how complex the path you want them to travel will be.
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I used to have that problem too. Just select the unit type under the units tab, search for seperation radius and reduce it to something much smaller and they will clump up nicely and stay that way