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    posted a message on Hero Experience Help

    I'm trying to make it so my heroes get Experience but also that when my minion units or Ally's units kill something I also get Experience.

    I followed this thread but it's not working. I created a Veterancy behavior using the exact steps as listed in that article. Then I added the behavior to all of my minions. Then I also created a non-Hidden Veterancy behavior for my hero with the various levels and such and added it to my hero.

    My hero has an experience bar but it doesn't go up when the hero kills something or when the minions kill something. I added "Combat - Kill Experience" to the unit so it should be giving 10 experience with each kill but I get nothing.

    Am I missing something?

    Posted in: Data
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    posted a message on Create random locations for buildings not working

    I'm trying to create a map where there is some randomization to where the buildings are placed at the beginning to make it a new game every time. Overall it works, but I'm having a problem where it seems like 2 buildings are going down on the same location or the text tags above the buildings are getting messed up or something. I'm not sure.

    What happens is the buildings go down fine, but one building will have 2 text tags on it. For instance it will have 10 and 15 overlapping each other. 10 is supposed to be over the Photon Cannon while 15 is supposed to be over the Dark Shrine. Only 1 building will actually be in the location.

    Note - The Trigger that is run before placing the building just checks to make sure there is a certain amount of space between the building being placed and any other building so no two buildings are right next to each other. This problem occurs with or without that Trigger.

    Here's the code:

            General - For each integer Player Area Integer from 1 to 4 with increment 1, do (Actions)
                Actions
                    Variable - Set Player Region = Player Area Regions[Player Area Integer]
                    General - For each integer StartingBuildings from 1 to 10 with increment 1, do (Actions)
                        Actions
                            Trigger - Run Building Spacing  (Check Conditions, Wait until it finishes)
                            Unit - Create 1 Gateway for player 5 at Random Point using default facing (No Options)
                            Variable - Set Gateways[StartingBuildings] = (Last created unit)
                            Variable - Set Gateways Power[StartingBuildings] = 25
                            Text Tag - Create a text tag with the text (Text(Gateways Power[Player Area Integer])) for (All players), using a font size of 40, at (Position of Gateways[StartingBuildings]) and height offset 1.5, initially Visible, and fog of war enforcement set to false
                            Text Tag - Set Text color(s) for (Last created text tag) to (100%, 100%, 100%)
                    General - For each integer StartingBuildings from 1 to 10 with increment 1, do (Actions)
                        Actions
                            Trigger - Run Building Spacing  (Check Conditions, Wait until it finishes)
                            Unit - Create 1 Dark Shrine for player 5 at Random Point using default facing (No Options)
                            Variable - Set Dark Shrines[StartingBuildings] = (Last created unit)
                            Variable - Set Dark Shrines Power[StartingBuildings] = 15
                            Text Tag - Create a text tag with the text (Text(Dark Shrines Power[Player Area Integer])) for (All players), using a font size of 35, at (Position of Dark Shrines[StartingBuildings]) and height offset 1.5, initially Visible, and fog of war enforcement set to false
                            Text Tag - Set Text color(s) for (Last created text tag) to (100%, 100%, 100%)
                    General - For each integer StartingBuildings from 1 to 5 with increment 1, do (Actions)
                        Actions
                            Trigger - Run Building Spacing  (Check Conditions, Wait until it finishes)
                            Unit - Create 1 Photon Cannon for player 5 at Random Point using default facing (No Options)
                            Variable - Set Photon Cannons[StartingBuildings] = (Last created unit)
                            Variable - Set Photon Cannons Power[StartingBuildings] = 10
                            Text Tag - Create a text tag with the text (Text(Photon Cannons Power[Player Area Integer])) for (All players), using a font size of 30, at (Position of Photon Cannons[StartingBuildings]) and height offset 1.5, initially Visible, and fog of war enforcement set to false
                            Text Tag - Set Text color(s) for (Last created text tag) to (100%, 100%, 100%)
    
    Posted in: Triggers
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    posted a message on AoE Slow Effect from weapon

    I'm trying to make it so that when my weapon fires, it does an AoE effect that slows everyone in the blast radius. It's not an individually targeting ability but just more of a general weapon attack. How would I do that?

    I seem to be able to Apply a Slow behavior to the target unit but can't figure out how to apply the slow behavior to the whole blast radius. Nothing I've seen that has the Search - Area+ tags can Apply a Behavior to a radius around the target of a weapon attack unless I'm missing something.

    Posted in: Data
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    posted a message on Different model shown to enemy

    I'm not sure if Starcraft 2 even has the capability to do this or where to start looking (this might even be a Trigger question), but is there a way to make it so that a different model is shown to your opponent than is shown to yourself?

    I'm wanting to make a map in which you don't know what the enemy is sending to attack you until you are actually attacked. I want to have all different units appear to be the same model to the opponent and then have some sort of way to change the model to it's the correct model while being attacked however I always want the correct model to show to the owner of the unit.

    Is this possible at all?

    Posted in: Data
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    posted a message on Create Region via Trigger

    Nevermind. I figured it out. The region variable needs to be an "Empty Region" instead of "No Region".

    Posted in: Triggers
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    posted a message on Create Region via Trigger

    I'm trying to create a large grid of regions via a trigger rather than laboriously trying to place each region.

    I made a Region variable and used the action to "Add a Rectangle to the Region" but it always throws an error that it can't find the region. Does this only work if there is an actual region value rather than a "No Region" variable.

    Posted in: Triggers
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    posted a message on Unit requirements for Cargo

    I'm trying to create a trigger in which a bomb gets loaded into a transport, sent to a location. Unloaded and the bomb goes boom. I have been able to do all of the creating as cargo and unloading just fine with various standard units, but not with shapes.

    I'm currently using the shape "Capsule" for my test. It won't get past the "Create Unit as Cargo" portion. Nothing ever loads into the transport ship.

    I changed Capsule to a "Unit" instead of "Shape" and it still didn't work. I gave Capsule a Cargo Size of 1 and it still didn't work.

    Not sure what else I might need. What do I have to do to be able to create it as Cargo?

    Posted in: Miscellaneous Development
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    posted a message on Player Preferences

    Is this a custom game or just a regular multiplayer melee map? Because if it's a custom mod and you spawn players via a trigger, then it could be any number of issues.

    If it's just a default option melee map, look under Map -> Player Properties. Make sure that everything is setup properly in there for users.

    Posted in: Miscellaneous Development
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    posted a message on Hiding game UI, then showing timer windows

    Try turning on cinematic mode instead. I think that keeps the UI elements intact but just hides the Command Bars.

    Cinematics - Turn global cinematic setting On
    Cinematics - Turn cinematic mode On for (All players) over Default seconds
    
    Posted in: Miscellaneous Development
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    posted a message on How do you make a structure using a doodad model always appear the same?

    Go into Models in the Data Editor

    Open the Model you are using.

    There is a field called "Model" which points to \Assets\Doodads\...."

    This points to a folder with multiple models underneath it. Instead, choose the variation of the model you want inside the folder.

    Click OK and all that.

    Then change the field "Variation Count" to 1.

    That should fix it.

    Posted in: Miscellaneous Development
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    posted a message on Disable/Hide Health Bars

    Why not just use the Cloak attribute? Only other thing I could think of would be some sort of use of "Hidden".

    Posted in: Miscellaneous Development
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    posted a message on I cant get player 1 to = slot 1 in the lobby. Help?
    Quote from pred10122: Go

    @siege911: Go

    I was afraid of that, and yes I believe that makes sense. Although with my current understanding of triggers I don't think I would be able to do that. This lobby will definantly be on the bottom of my list of priorities. *sigh* blizzard, you disappoint me.

    I believe Blizzard mentioned some updates to the Galaxy editor to fix this lobby issue with the next big patch. You may just have to wait for that.

    EDIT: The workaround I was talking about is actually in the Frequently Asked Questions section at the top of the forum.

    Posted in: Miscellaneous Development
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    posted a message on I cant get player 1 to = slot 1 in the lobby. Help?

    From what I know this is almost impossible to do. I did hear of a long and complicated work around that sort of work but you'd have to do some serious searching to find it. From what I understand, you can't actually change the Player in slot 4 to Player 4. He would still be recognized as Player 1 by the game, but you can associate a variable with Player 1. Then if he was in slot 4 and then spawn Player 1 into the Player 4 spawning point via the variable rather than the Player number, if that makes any sense.

    Posted in: Miscellaneous Development
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    posted a message on 2 simple things i need help with

    Not sure where you remove the Requirement from the Ability, but you should be able to simply delete the "Have Infestation Pit" Requirement in the Data Editor and it should work just fine after that.

    Posted in: Miscellaneous Development
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    posted a message on Requirements on shared unit ability

    Found out I think I was doing something wrong but it's still not working.

    I looked at the Mothership Requirements. Since you can only build a Mothership if you have no other Motherships, I figured this would be the thing to copy.

    My new requirement looks like this Use -> Equals -> Count Unit Pylon Queued or Better Constant 0

    Still doesn't work though.

    Posted in: Miscellaneous Development
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