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    posted a message on Ending the game when X amount of enemies die

    @benmenftw: Go

    Make a Variable, integer, doesnt matter what the name is but ill call it "nUnit" and set the intial value to 1 make a trigger

    • Events:
      • Any Unit Dies
    • Conditions
      • Owner of triggering unit: 15
      • Owner of killing unit: 1
    • Actions: (make and if-then-else)
      • If: nUnit=10
        • Then End game in victory
      • Else
        • modify nUnit +1

    Add a "wait" command to the Then part if you want to delay the victory a bit before the game ends

    Posted in: Triggers
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    posted a message on Need help

    @ColonelPwn: Go

    You need to make a trigger to repeat an if-then action to find if X unit from unit group from region: the entire map is a missile turret and if it is then change control or else do nothing and then the action gets repeated any amount of times you need to check every unit in the entire map. I dont have to time to explain it clearly atm or test it myself, let me know how it turns out and ill check back later.

    Posted in: Triggers
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    posted a message on Remove nuke requirement?

    @homer_3: Go

    You can just use an "Add ammo" trigger on a ghost academy in the corner, for the scaling you just have to find the actor/model for the visual effect and set the scale to whatever you want, and for damaging/radius set the damage actor.

    Posted in: Data
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    posted a message on [Dialogs] Really Great Looking Dialogs, Part 1

    This is one of the best tutorials i've seen in all my time looking for interesting ideas and good tutorials. It is not only great in its own, but it teaches you alot about dialogs and is very adaptable to many different situations. Great work, keep it up and thanks very much for this awesome tutorial!

    Posted in: Tutorials
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    posted a message on please try and review my map

    @dnladt2: Go

    Hey I just tried your map on battlenet. It has great potential but its not quite there yet. It would be much better if you could miss your shots rather than just mash clicking homing missiles. Added weapons, some more skill involved and a few extra other things would make it a lot of fun :D. Also, the spawn points should be a little more random and you need to add a trigger to change the mutalisks' height (preferably randomly within a certain bounds.) Different units would also help, throwing in corruptors that take multiple hits for instance. If you could get zone changes that would be awesome as well. Anyway, let me know what you think and when you update it and i'll test it out :D.

    Posted in: Map Feedback
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    posted a message on VoidCraft

    @Eiviyn: Go

    Thanks for replying :D If you wanted to you could also explain how to make those supply depots stick to your battlecruiser like that :P Ive been trying to figure it since i saw your video about Voidcraft 4 days ago. Or if not a full explanation at least tell me if you attach them in the data editor or the trigger editor.

    P.S. You should release Voidcraft on the NA servers (Id be happy to if you let me) The best maps we have over here are Marine Areana (blech) and Risk (random luck) and SotIS (screw dota)

    P.S.S. I dont mean offense to the makers of those maps, the concepts are well done, I personally dont care for that stuff too much (except for Risk which is awesome even though a bit luck-based, but hey its a board game: Keep it up HELLYA!)

    P.S.S.S I know i didnt use proper grammar and overused () but you get the message.

    Posted in: Project Workplace
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    posted a message on VoidCraft

    For all of you looking for the Battlecruiser model its named "SM_HyperionExterior." You have to have the _ in your search and you campaign dependencies turned on. After I first used this model it was sideways, to fix this you need to use actors to turn the "Foward" point of the unit, but i don't want to go into detail at the moment. If you need help using the model, you can send me a PM or reply here and ill explain it when i have the time. (For those of you curious why the normal battlecruiser does not look like this/similar is that the SM_HyperionExterior model is used for the cutscenes/loading screens and has extra textures and such to make it look extra special. I find that when i use this model and other SM_ models the map tends to lag more often and worse.)

    Posted in: Project Workplace
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    posted a message on Units at same Z coordinate as fog of war

    @Builder_Bob: Go

    I'm not experienced enough yet to know what to do about that, but this reply will keep your post active :D I was looking through trigger editors and i found something to "Set Fog's Start Height" but I couldn't get it to work. There were a few other fog triggers in there, maybe you can find out how to make them work.

    Posted in: Data
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    posted a message on Units at same Z coordinate as fog of war

    <<reply 256022>

    @Builder_Bob: Go

    What about making the height negative? You can put the height of the unit to any level as far as I can tell.

    Posted in: Data
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    posted a message on Units at same Z coordinate as fog of war

    @Builder_Bob: Go

    Go to the unit in the data tab, scroll down the options until you get to "Height" and set it to 0.

    Posted in: Data
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    posted a message on How to fix an attack animation that is shooting from the base of a unit.

    @Azkit: Go

    I dont think the prefixes change anything, I just accidentally turned em off the first time i opened up the editor and havent figured out how to fix em

    Posted in: Miscellaneous Development
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    posted a message on How to fix an attack animation that is shooting from the base of a unit.

    To make your unit attack from the spot you want it to and not the base of the unit you have to go through a series of things to do.

    1. I assume you have your Missile/Damage actors copied correctly, otherwise find out how to do that first.

    2. Double click your Missile Actor and hit suggest underneath the top box-it should copy the name of your Missile Actor.

    3.Go to your damage actor and scroll down to where you see Missile (or Art - Missile whichever setting you have on) Doubleclick this and type in the name of your Missile Actor. THIS IS VERY IMPORTANT!

    4. Your "Launch Attachment Querry +" box uses the actor whose name appears in the previously mentioned "Art - Missile" or "Missile" box located in your Attack actor.

    5. Double click on the "Launch Attachment Querry +" box and hit the "Direct" bubble at the top (not sure how the other bubble works) Now you can change where your "Missile" actor launches from.

    For example, these settings used with a photon cannon will Launch a Photon Cannon Attack Missile from the Turret of the photon cannon:

    Launch Attachment Querry+: Origin 0|Turret Missile: PhotonCannonAttackMissile

    This is used for anything that launches a missile: units such as stalkers and buildings such as missile turrets. For everything else im not sure if it will or will not work.

    TYVM everyone who helped me figure this out especially Kurodragon, hope it helps everyone else before they waste 8 hours of their lives to try and puzzle it out.

    Posted in: Miscellaneous Development
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    posted a message on How to fix an attack animation that is shooting from the base of a unit.

    @Azkit: Go

    Still doesnt work for me >.< any extra info would be cool

    nvm just figured it out longer post later.

    Posted in: Miscellaneous Development
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    posted a message on How to fix an attack animation that is shooting from the base of a unit.

    @Kurodragon: Go

    Im not sure but i tried using the launch querry thingy and it didnt work.

    Posted in: Miscellaneous Development
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