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    posted a message on [Introduction]POWER OVERWHELMING: Galactic Gladiators

    Damn it.. i have been working on a similar map. Right down to the chrono trigger elements.

    Looks good though. The fight looks really intense with all the camera work.

    Posted in: Project Workplace
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    posted a message on forums down pic

    Awww, i miss puppy.. :(

    Posted in: General Chat
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    posted a message on Help please! Making an ability/effect that runs a trigger. Possible?

    You can create a new damage effect that does 0 damage. Tie that effect to your ability and then make a trigger that checks for damage done by that effect in the event.

    Posted in: Data
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    posted a message on The Map Testers List

    Pawl | 128 | Europe

    Got a map i need testers for soon. Up for testing any kind of map, just msg me when im online.

    Posted in: Miscellaneous Development
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    posted a message on "bugs" in the editor

    Maybe its not obvious from the picture, but they are not trees. They where animated bugs crawling around. Though you might be right in that they are leftovers from something. I was messing around at the edge of the map with doodads etc.

    Posted in: General Chat
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    posted a message on "bugs" in the editor

    Is this an easter egg, or blizzards way of telling me something went wrong in the editor?

    bugs

    (The bugs dissapeared when i restarted the editor and i havent been able to recreate this effect)

    Posted in: General Chat
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    posted a message on Animation faster/backwards/slower

    If you send a unit a play animation command followed by set default animation time the unit will play out that animation once at the specified speed.

    Actor - Send message "AnimPlay Stand Stand" to actor Actor

    Animation - Set the Default animation time scale for Actor to 0.5

    Backwards i dont know, but i hear that continous time scale and even backwards play is possibly through use of the data editor.

    Posted in: Triggers
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    posted a message on HELP! Custom Harvest Trigger Goes Infinite Loop

    It would be a bit easier to read if you copied the acctual code as text instead. Just a tip :)

    My guess would be that "Triggering Ability Stage" will still refer to the stage the ability was in when the event triggered. I dont think there is any condition that checks what ability a unit is currently using, but you could make the unit recieve a buff while its gathering and check if it still has that buff in the loop.

    Posted in: Triggers
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    posted a message on [Solved]Pause Timer bug?

    I've been using timers quite a lot in my map, a lot of starting checking for expires, pausing, unpausing etc.

    But when i was trying to pause a timer today i found that the choices i got for pause/unpause was a bit off. But thinking it was just a upgraded version 2.0 pause from the recent patch i choose the option "Paused" (So the action reads "Paused X" instead of "Paus X"). But the code did not compile, even using the preset value.

    The resulting code was this (compared to the old one under):

    TimerPause(Timer, c_unitProgressStatePaused);
    TimerPause(Timer, true);
    

    I tried restarting the editor but the problem remains. I could copy my old actions and just change the timer, or use custom script but it worries me that the editor might be bugged.

    Has anyone else had this problem? Or can anyone confirm that whether everyone has this problem or not? I can post pictures if anyone is interested.

    Posted in: Triggers
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    posted a message on [Data, Trigger?] Get owner of dead unit

    Thanks, yea i solved it by saving the owner and recalling it when i needed.

    Posted in: Data
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    posted a message on Attack Once - ranged weapon

    You could create an ability that uses the units normal weapon to deal damage. That way it will only attack once.

    And ofcourse, hide the ability or dont show on the command card, but tie it to the "press a" trigger.

    Posted in: Triggers
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    posted a message on [Data, Trigger?] Get owner of dead unit

    Im looking for a way to let a unit die, i.e make it so that ("unit is alive" (unit) = false) and still be able to get the owner of that dead unit.

    When i try to do this it seems that, at least if you wait for a while after the unit was killed, that killing a unit first and getting its owner later will always result in player 16 being returned as the owner.

    Is there a way to make sure a unit is not automaticly removed from the game, was thinking of "valerian death prevention" perhaps, through the data editor or is there perhaps a way to reference a dead units original owner through triggers?

    Posted in: Data
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    posted a message on don't know how to change ownership of buildings

    I not sure why it doesent work. But instead of periodicly checking if a player has left the game you could use the existing event "Player leaves game" and reference the player with "triggering player".

    Also im not sure that picking a new owner from 0 to number of players is what you want. For example in a game with 8 players, player 2 could leave the game and the trigger will give his towers to random players from 1-7, including player 2.

    Im pretty sure there you could use "pick random player" from player group "The Users" instead.

    Posted in: Triggers
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    posted a message on how to move props via trigger

    If you mean doodads, i dont think you can. You can only remove or play animations on doodads through triggers. I would probably make a unit out of the model i wanted first.

    When you have a unit looking and behaving like a tree, or whatever you want, you can just use "Unit - Move instantly" and turn of blend effect.

    Posted in: Triggers
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    posted a message on Random unit from group Not owned by player?

    Im trying to select a random living unit from a unit group, except the selected unit can not be owned by Player 10. This group can contain units from many different players and with different alliances.

    I found a way that i thought would accomplish this, but it does not seem to work. (target can become any unit including those owned by player 10)

    Variable - Set target group = (Units in Battle Participants[battle] having alliance Any Exclude Self with 10, with at most Any Amount)
    Variable - Set target = (Random Living unit from target group)
    

    Any ideas on how to do this?

    Posted in: Triggers
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