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    posted a message on HOW TO? channeled ability (like mage's arcane missiles in WOW)

    so... im still looking for a solution to this if anyone could help write me, or direct me to a tutorial on making channeled abilities. thanks =)

    Posted in: Data
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    posted a message on Backstab : I need help :D
    Quote from Niemetz: Go

    Ok, i tried for 2 hours to figure out how to make a backstab trigger. I made it back then in WC3, but i canßt get it to work in SC2. My main problem is that i can´t find the old 360 degree function (Abs( ... mod 360), and that SC2 uses a facing system from 0 to 180 and then from -180 back to 0.... Long story short : i am stuck :D

    Edit: Ok, after some more hours i found a way, that works.

    Any chance you could discribe what you did to accomplishthis? I'm having the same problem trying to make a backstab ability, and using data valdiators isn't cutting it.

    Posted in: Miscellaneous Development
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    posted a message on Game Speed Help - Urgent!
    Quote from sdragoon7: Go

    Local testing always runs on 'normal', online custom maps seem locked to 'faster' *despite the setting you put it on.* This was a bug that I encountered while testing my map as well.

    Solution: You can use a trigger to manually set the game speed once the map has begun, hence ignoring the setting in the lobby. Event - Map Initialization, Action - Set the game speed to 'Normal' .

    Hope this helps.

    when i try doing this through triggers, the map seems to cresh

    Posted in: Triggers
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    posted a message on [Data] Force Effects (Intermediate Difficulty)

    the RADIAL BONUS in the search effect is the KEY to push effects working with this, should be highlighted. but i just ran some tests with HybridC Maar's shockwave, an it's confirmed

    Posted in: Tutorials
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    posted a message on Need something created for you?
    Quote from deathtorn: Go

    @MangledMind: Go

    Yep, I'll set something up here in a moment. Is this assuming everyone only has one unit?

    yessir, every person has only 1 hero unit. and their death is determined by the presense of a behavior (any behavior will do for now) not a "unit dies" event.

    Posted in: Triggers
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    posted a message on Need something created for you?

    @deathtorn: Go

    Thank you for the quick response, an i know your busy with other maps, but that's not exactly what im looking for, but is in the right ball park. i want to make it so players can choose which team they want to be on by gather at a certain point. and when a button is clicked by all players in that area, it'll then wait for all players in the other teams area to check if they have the same number, then seperate them into 2 different teams and move them to the fighting arena. any chance you might be able to help me make something like that? i'd send u the map but im using custom mods that are attached to it that are tied to my account.

    Posted in: Triggers
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    posted a message on [Data]Data-Driven "Caster Behind Target" Validator

    Do you know how you could alter this to have the opposite effect? im trying to mak a "tail whip" ablity for a boss in one of my maps, and im having trouble making the search area target whats behind him. with this i could use a 360 arc, an just make it only pick the units that also fall under the behind the caster validator

    Posted in: Tutorials
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    posted a message on Need something created for you?

    Hey deathtorn, im creating a impossible bosses type game with a sort of "arena mini game" where players can gather into 2 teams, an fight in a arena.

    to give you the clearest idea of what i need, i'll explain how it should work out... there will be two seperate locations for each team to gather at (at this point there all still allies).

    then i need a trigger to determine that their team sizes are equal (2v2, 3v3, 4v4, ect) and if so, seperate them into two teams (really jus make all one team one treat all on team two as enemy both ways)

    then teleport each team to a designated area in the fighing arena.

    then make it so when ALL the heroes on one team are dead, teleport everyone back to the original area, and restore alliances. i'd suggest using a behavior check to see which units are dead, as i use living damage an buffs to signify a dead unit (so i can "respawn" them easier)

    Thanks and i hope you have a chance to look into this soon.

    Also as a side note, a voting system would be awsome =) so heroes could vote on hard mode or normal mode for boss fights.

    Posted in: Triggers
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    posted a message on [Solved]Problem with model selection radius

    im having this same issue with a protodrake i imported into my map, it's impossible to walk anywhere near him cuz ur selected character will be told to attack it, ive even reduced the models selection radius to 0

    Posted in: Data
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    posted a message on {Trigger} Allowing the creation of only ONE kind of unit (Like the Mothership)

    check under validators in the nexus - train ability. validators arnt directly linked to the units they apply to, but i's most likely a validator in the build command. lemme know if this helps, an GL.

    i'd check before i posted, but it's late an im about to head to bed, best of luck

    Posted in: Triggers
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    posted a message on Map using multiple mod files as dependency. Crashes SC2.

    im getting the exact same problem from the exact same thing, have 4 custom modes, all as dependancies of another mod, an than i have that 1 mod "pack" as a dependancy in my publishd map. soon as the B.net page loads that show my pubished maps, it crashes. i dont even get a achance to click on the name of my map.

    sad that even with a cash cow as big as WoW they're unable to produce the kinda quality games an editors we've been spoiled by. it's sad to say that i used to think of blizzard as a company that honored their work an products so much that i agreed with their stance of not releasing a game until it was ready... then SC2 happend....

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Inventories and item stacks/stacking?
    Quote from Doubotis: Go

    @greythepirate: Go

    For interested people, founded :

    When you add a number of charges, you will add a name to the "Link" properties on the item. Use this name to manage charges of your item.

    This trigger is functionnal (localisation from french) :

    Inventory - Hero acquires Events Unit - Any unit gains Any object Local variables Compte = 0.0 <Real> Conditions Actions Unit Group - Choose each unit in (All transported elements by (Triggering Unit) and do (actions) Actions Main - If (Conditions) then do (Actions) else do (Actions) If (Unit-type of (Unit chosen)) == (Unit-type of (Triggering Inventory Object)) (Unit chosen) != (Triggering Inventory Object) Then Variable - Set Compte = (100.0 - (Used charges for charge "Item/HealBlock" for Unit (Triggering Inventory Object))) Unit - Add (0.0 - Compte) used charges for charge "Item/HealBlock" for Unit (Unit chosen) Unit - Remove (Triggering Inventory Object) of the game. Else

    In this code, "100" is the maximum of charges available for all items on my map. If you have many "maximum charges", you must to manage each case separatly.

    This worked perfectly for me, but im curious if you know how to make it so once that item reaches it's max stacks, lets say 10, that it'll start a new stack an stat counting up, so i could potentially have 3 stacks of 10 of the same item. becauseat the moment once u have max stacks, it destroys the item when u try to pick up an 11th

    Posted in: Miscellaneous Development
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    posted a message on [Model] Importing WoW Characters to SC2 and Attaching Shoulders + Weapons

    @Elenedhel: Go

    dude 5 stars man you just saved me from hours of ramming my head into a wall trying to figure out this "texture swap" method. haha awsome dude

    Posted in: Tutorials
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    posted a message on [Model] Importing WoW Characters to SC2 and Attaching Shoulders + Weapons

    How do you import the textures of multiple characters? they seems to only keep their textures in SC2 if u leave the name of the .tga file as "body" but u cant upload more than 1 "body" without SC2 trying to over right the first. i tried simply renaming the file, but then the texture isnt applied to the model.

    Posted in: Tutorials
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    posted a message on Transfering

    one make a map (the terrainer and triggerist) the other make a mod, and edit the data, u can then add the mod to the map as a dependancy

    Posted in: Data
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