Your map didn't work right. If I place a few enemies or friendlies on the map and left click them it still deselects the dark templar. ie. the player loses control.
I want left mouse click to still be used to target but I want character control to remain with the hero. In other words I want it to work like League of Legends.
I have tried using a trigger with a "any player clicks left mouse button down" event and returning selection to last selected but that didn't work.
Anybody have the solution? I am sure its an easy one :P .
First off, this map is NOT in the design phases. I have been working on it steadily for 2 months and have the majority of the systems in place. As I draw closer to releasing a beta version though, I have realized there are things I would love to have help on. So I would like to put a team together and speed things up a little bit.
The map itself is designed from the ground up to be a system, not just a map. It is a system I want to carry over to a couple of maps. What is the system? Well, that's simple; make it faster, make it more intuitive and make it require more skill than any other DoTA clone. The technical aspects I am learning and doing. If a trigger guru is interested and wants to come in and make fun of my triggers, that's great lol, but what is really needed is.....
Positions needed:
Artist- You don't have to be Stan Lee or anything. Just be able to do decent images for icons and (if you are pretty good) maybe the title screen/character bios. I suck at drawing so ANYBODY will be better than me.
Equipment specialist- Yeah I know this is a long shot. Im not really looking forward to making items (would rather spend time on the world/abilities.) But I am holding out hope that there is somebody out there that LOVES items and making them fun. :P This map's item system (as I have it now) is more akin to an MMO than DoTA.
Youtube video maker guy: Honestly, I have no clue how to upload to youtube....or how to make cool looking videos. :( Does that make me weird?
3d modeler/texture artist: Another long shot but I might as well put this up here. I would love to modify the heroes, at least in texture but while I have done 3d modeling before I lack a program right now. And the program I know doesn't have a plug in yet. And I suck at the texturing part of 3d modeling. So yeah, anybody out there?
Really that's all that is need right now but....
Other positions I would consider if you seem like a cool person:
Sound guy: I don't mind doing this but hey, if its your thing .
Trigger guru: You better be like the freaking Steven Hawkings of trigger gurus too :P (kidding).
OK, well if you are interested in joining the team just pm me here or email me at [email protected]. Hope yall have a great day and happy mapping :D.
Ok so run a trigger that checks every 10 seconds for all the players on the map that looks for max vespine? If it they have more than, lets say, 200 it will turn off regeneration?
I have tried for two days to get my revive trigger to work. I got the trigger from OneTwoSC's youtube tutorial but only one of my heroes would revive (no clue why).
So I decided to isolate the problem and created a test map with two points with the most simple revive trigger. I placed 6 units on the map (all hero/heroic) 3 for player 3 and 3 for player 6 (made enemy). Here is my trigger currently:
Revive
Events
Unit - Any Unit Dies
Local Variables
Dieing Unit = (Triggering unit) <Unit>
Conditions
Actions
General - Wait 2.0 Game Time seconds
General - Custom Script: UnitRevive(lv_dieingUnit);
Unit - Set Dieing Unit Life (Percent) to 100.0
Unit - Set Dieing Unit Energy (Percent) to 100.0
Unit - Move Dieing Unit instantly to Point 001 (No Blend)
So I move a controllable unit into range of the enemy, he dies, nothing happens. Seriously I am about to rage :(:(:( help?
Hey Redfox, what you're going to need to do is create a new dialog with dialog items for each button, image, checkbox or whatever you want, then use the Show / Hide Dialog action to show it. I recently built one from scratch, feel free to take a look at it if you need some help, but the important part is to create variables (those are my arrays, I used them to avoid too many variables) to contain the buttons, then have a trigger event which fires when any dialog item is used. You should then check which item was used with the "Used Dialog Item" function against your variables using a series of "if then else" (or "switch case" if you prefer) statements to do what you want for each item used, such as spawning a command center, setting the race, whatever.
Edit: By the way, you don't need to store the heroes in the top-righthand corner of the map like I did, that was just for ease of use before moving them to the actual map
I think i set it up right but Im getting a script failure to compile error when I try to save.
I am using the variable hero=No Unit <unit[10]> for array and the set variable "set Hero(0)= Tauren Space Marine
That should spawn a tauren space marine correct?
Any idea about the editor?
0
haha nice trying now
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@Qancakes: Go
Nope its still selecting the target and relinquishing control of the hero unit.
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@Qancakes: Go
Cool, trying it now :).
Will report back.
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@DarkFireDragoon: Go
Your map didn't work right. If I place a few enemies or friendlies on the map and left click them it still deselects the dark templar. ie. the player loses control.
0
So if I have 10 players on the map I would need to have this set as an array right? Or what?
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@DarkFireDragoon: Go
Thanks!
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I want left mouse click to still be used to target but I want character control to remain with the hero. In other words I want it to work like League of Legends.
I have tried using a trigger with a "any player clicks left mouse button down" event and returning selection to last selected but that didn't work.
Anybody have the solution? I am sure its an easy one :P .
0
First off, this map is NOT in the design phases. I have been working on it steadily for 2 months and have the majority of the systems in place. As I draw closer to releasing a beta version though, I have realized there are things I would love to have help on. So I would like to put a team together and speed things up a little bit.
The map itself is designed from the ground up to be a system, not just a map. It is a system I want to carry over to a couple of maps. What is the system? Well, that's simple; make it faster, make it more intuitive and make it require more skill than any other DoTA clone. The technical aspects I am learning and doing. If a trigger guru is interested and wants to come in and make fun of my triggers, that's great lol, but what is really needed is.....
Positions needed:
Artist- You don't have to be Stan Lee or anything. Just be able to do decent images for icons and (if you are pretty good) maybe the title screen/character bios. I suck at drawing so ANYBODY will be better than me.
Equipment specialist- Yeah I know this is a long shot. Im not really looking forward to making items (would rather spend time on the world/abilities.) But I am holding out hope that there is somebody out there that LOVES items and making them fun. :P This map's item system (as I have it now) is more akin to an MMO than DoTA.
Youtube video maker guy: Honestly, I have no clue how to upload to youtube....or how to make cool looking videos. :( Does that make me weird?
3d modeler/texture artist: Another long shot but I might as well put this up here. I would love to modify the heroes, at least in texture but while I have done 3d modeling before I lack a program right now. And the program I know doesn't have a plug in yet. And I suck at the texturing part of 3d modeling. So yeah, anybody out there?
Really that's all that is need right now but....
Other positions I would consider if you seem like a cool person:
Sound guy: I don't mind doing this but hey, if its your thing .
Trigger guru: You better be like the freaking Steven Hawkings of trigger gurus too :P (kidding).
OK, well if you are interested in joining the team just pm me here or email me at [email protected]. Hope yall have a great day and happy mapping :D.
-B
0
@DarkShape80: Go
Ok so run a trigger that checks every 10 seconds for all the players on the map that looks for max vespine? If it they have more than, lets say, 200 it will turn off regeneration?
0
I want to use vespene as Stamina for abilities (separate from energy(mana). Is there a way to put a cap on the amount a person can have?
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@Ginsupup: Go
Because there is no "unit- Revive unit" function currently. I am using the custom script that requires a local variable :)
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@Redfox777: Go
Nobody has a working revive that can point out my error?
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I have tried for two days to get my revive trigger to work. I got the trigger from OneTwoSC's youtube tutorial but only one of my heroes would revive (no clue why).
So I decided to isolate the problem and created a test map with two points with the most simple revive trigger. I placed 6 units on the map (all hero/heroic) 3 for player 3 and 3 for player 6 (made enemy). Here is my trigger currently:
Revive
Events
Unit - Any Unit Dies
Local Variables
Dieing Unit = (Triggering unit) <Unit>
Conditions
Actions
General - Wait 2.0 Game Time seconds
General - Custom Script: UnitRevive(lv_dieingUnit);
Unit - Set Dieing Unit Life (Percent) to 100.0
Unit - Set Dieing Unit Energy (Percent) to 100.0
Unit - Move Dieing Unit instantly to Point 001 (No Blend)
So I move a controllable unit into range of the enemy, he dies, nothing happens. Seriously I am about to rage :( :( :( help?
0
I think i set it up right but Im getting a script failure to compile error when I try to save.
I am using the variable hero=No Unit <unit[10]> for array and the set variable "set Hero(0)= Tauren Space Marine
That should spawn a tauren space marine correct? Any idea about the editor?
0
@Shinoogie12: Go
Thanks a lot! It never occurred to me that dialog worked for this. I always assumed it had something to do with, well cinematics