Most effects and behaviours have a Chance field. Setting this to 0.5 will cause the effect to have a 50% chance of occurring.
If you created a two behaviours each with a 50% chance to 1) create a Marine or 2) create a Medic, then in some cases you might have both a Medic and a Marine being created.
I think if you place both 'Spawn Unit' effects in a Set object with equal chances of occurring. No that wouldn't work either.
I think a school is what you want :3, jokes aside. Get playing around with the trigger editor / data editor, use the wiki, and post in the relevant sub forums. It's easy to learn if you apply yourself.
Dungeons is terrible. It is nothing like the original games by Bullfrog back in the 1990s.
It is claimed to be the 'spiritual successor' to Dungeon Keeper but it is nothing like it.
I bought it on steam because it was half price... Big mistake... You have to create treasure chests and other 'random gimmicks' in your dungeon... to make the 'Good Heroes' happy, before you kill them...
I really don't know why everyone is saying Chinese is hard?
It is actually one of the easiest languages to learn. By comparison, English is the hardest to learn due to semantics, tenses, cases, nuances and obscure spelling...
The real problem with 'Chinese' is that it is the most diverse language, mainly due to the vast dialect variance.
Also, cultural difference makes the language a lot harder to 'absorb'. One prefecture-level city neighbourhood might speak vastly differently to say, the city centre of Beijing. But, you will only ever know these differences by living in (any) country.
But, we knew that already didn't we? Anything you learn in a college or school (in terms of 'Language'), will be vastly different to how the language is actually used in its' country of origin.
All these things considered, I would say go for Spanish. Although, with China's recently changing foreign and economic policies, alongside it's privileged status as a BRIC country, it would be my first choice.
Yay :) I wrote that tutorial ages ago.. sorry I never got around to finishing it. You are right in assuming it is old. Back when I wrote it, it was for the SEN Wiki, but that has merged with a lot of other SC2 wiki editing sites it seems.
Under Actor, you need to give the unit it's associated sound sets. Hope this helps :)
I was actually implementing one of the many Combat Injuries... 'Severed Artery'.. which causes units to bleed and take damage as they move. This was easy enough to achieve through a persistent behaviour and... a validator that checks if the unit is moving...
The movement through triggers checked for movement orders... Which... was causing problems for a Magus spell which throws units backwards, ie: making them 'move', but not triggering the movement triggers.
The Skirmishers Trap skills are fully working now too :)
This should possibly be moved to the Layouts Subforum, as what you are wanting to do is not simply possible through trigger editing as far as I know.
You will Ladiq's MPQ Editor and a basic understanding of xml's, frames, and offsets. There is enough information in the Layouts subforum to get you started. I don't know the name of the particular frame that contains the Unit Wireframe or UI Armor Display or Unit Name etc, but you can simply move these frames off screen (ie: with a y value of less than 0).
If you edit an 'original' unit. The Editor will automatically recreate that unit, with whatever stats you have edited. Use the Data Source: field to distinguish between what you have copied (or rename units accordingly and use the Editor - Prefix or Suffix) fields to make them recognisable.
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@qwertziopuy: Go
Yup.
Most effects and behaviours have a Chance field. Setting this to 0.5 will cause the effect to have a 50% chance of occurring.
If you created a two behaviours each with a 50% chance to 1) create a Marine or 2) create a Medic, then in some cases you might have both a Medic and a Marine being created.
I think if you place both 'Spawn Unit' effects in a Set object with equal chances of occurring.No that wouldn't work either.Sorry, it's late :D
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@LongLivetheTalDarim: Go
I think a school is what you want :3, jokes aside. Get playing around with the trigger editor / data editor, use the wiki, and post in the relevant sub forums. It's easy to learn if you apply yourself.
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@GreyHunter4: Go
To anyone who has wanted to do a WASD system since the Beta of June 2010... common knowledge :p
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@yukaboy: Go
No. NO. NOOOO Yukaboy.
Dungeons is terrible. It is nothing like the original games by Bullfrog back in the 1990s.
It is claimed to be the 'spiritual successor' to Dungeon Keeper but it is nothing like it.
I bought it on steam because it was half price... Big mistake... You have to create treasure chests and other 'random gimmicks' in your dungeon... to make the 'Good Heroes' happy, before you kill them...
Terrible.
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@Bibendus: Go
Try editing the Model radius fields. Worth a shot.
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@Mozared: Go
I really don't know why everyone is saying Chinese is hard?
It is actually one of the easiest languages to learn. By comparison, English is the hardest to learn due to semantics, tenses, cases, nuances and obscure spelling...
The real problem with 'Chinese' is that it is the most diverse language, mainly due to the vast dialect variance.
Also, cultural difference makes the language a lot harder to 'absorb'. One prefecture-level city neighbourhood might speak vastly differently to say, the city centre of Beijing. But, you will only ever know these differences by living in (any) country.
But, we knew that already didn't we? Anything you learn in a college or school (in terms of 'Language'), will be vastly different to how the language is actually used in its' country of origin.
All these things considered, I would say go for Spanish. Although, with China's recently changing foreign and economic policies, alongside it's privileged status as a BRIC country, it would be my first choice.
0
@Bilxor: Go
Yay :) I wrote that tutorial ages ago.. sorry I never got around to finishing it. You are right in assuming it is old. Back when I wrote it, it was for the SEN Wiki, but that has merged with a lot of other SC2 wiki editing sites it seems.
Under Actor, you need to give the unit it's associated sound sets. Hope this helps :)
Edit: I also find it reads better at it's linked source
http://www.staredit.net/w2/index.php?title=Create_a_unit&oldid=757
but that's just me ;)
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@Selfcreation: Go
unit fields - acquire level
behaviour - response levels
etc. Could be anything.
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@Nardival: Go
Also, another teaser since I've been rendering images for my buttons and tips guide...
Edit: / sorries, I meant to edit my previous post!
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@ricklypop: Go
I was actually implementing one of the many Combat Injuries... 'Severed Artery'.. which causes units to bleed and take damage as they move. This was easy enough to achieve through a persistent behaviour and... a validator that checks if the unit is moving...
The movement through triggers checked for movement orders... Which... was causing problems for a Magus spell which throws units backwards, ie: making them 'move', but not triggering the movement triggers.
The Skirmishers Trap skills are fully working now too :)
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@strhsxx: Go
I personally thought all custom maps started automatically when the lobby is full?
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I just completely overhauled the movement system. It was becoming glitchy and unmanageable when using 10+ units at once.
It now works perfectly and is 100% data oriented.
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@pinzu: Go
This should possibly be moved to the Layouts Subforum, as what you are wanting to do is not simply possible through trigger editing as far as I know.
You will Ladiq's MPQ Editor and a basic understanding of xml's, frames, and offsets. There is enough information in the Layouts subforum to get you started. I don't know the name of the particular frame that contains the Unit Wireframe or UI Armor Display or Unit Name etc, but you can simply move these frames off screen (ie: with a y value of less than 0).
0
@Kabelkorven: Go
If you edit an 'original' unit. The Editor will automatically recreate that unit, with whatever stats you have edited. Use the Data Source: field to distinguish between what you have copied (or rename units accordingly and use the Editor - Prefix or Suffix) fields to make them recognisable.
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@Neonsz: Go
Added :) welcome aboard.
Slight change of plans, might start the alpha at the beginning of february. Havn't done enough work over christmas :)
Also, what time zone are you in Neonsz?