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    posted a message on [Data] Upgrades Applying It Single Units

    Hey, ive just made some upgrades did the requirements etc etc.. Problem is i have the upgrade for an Auto Turret and when i click the upgrade it sets it for all auto turrets. What i want to do is that it only sets it for the triggering Turret, I have the Auto Turrets upgrades in it command card so i want it to only effect the Auto Turret that the upgrade was used instead of effecting all placed and soon to be place turrets (Kinda hard to explain, i guess)

    Posted in: Miscellaneous Development
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    posted a message on [data]Upgrades: Level - Level

    hey, i just made upgrades for my units and i was wondering how to set it up so once level 1 of the upgrade is clicked it will be removed and then level 2 will show up in the same place like all original upgrades

    any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Hero Wars

    @Nightbane90: Go

    to change cost of an upgrade go into the ability that holds your upgrades and click info and from their u can change it its under Technology Resource Cost the rest is self explanatory

    Posted in: Project Workplace
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    posted a message on [Data]Custom Upgrade has no effect?

    @cdkid: Go

    it should work i literally just made a custom ability and it seems to fit the way u did it but mine works.. Just check if in your upgrades Effect you have the Units actuall Weapon Effect Damage selected and that Add is selected and change the amount to the number u want and it should work.. and for the button u need to make your own custom button in the button tab in the Data Editor which is self explanatory

    Posted in: Miscellaneous Development
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    posted a message on Respawn Trigger gives me an error in game.

    @gizmachu: Go

    Heres the respawn trigger that i use for whenever its needed

    • Revive
    • Events
    • Unit - Any Unit dies
    • Local Variables
    • Dieing Unit = (Triggering unit) <Unit>
    • Temp Unit Group = (Empty unit group) <Unit Group>
    • Conditions
    • ((Unit type of (Triggering unit)) is Hero) == true
    • Actions
    • UI - Display "Your Hero will Respawn in 5 Seconds..." for (Player group((Triggering player))) to Subtitle area
    • General - Wait 5.0 Real 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 - Set Dieing Unit Shields (Percent) to 100.0
    • Unit - Move Dieing Unit instantly to (Start location of player (Triggering player)) (No Blend)
    • UI - Display "Your Hero Has Revived!" for (Player group((Triggering player))) to Subtitle area

    Of course u can modify to your liking or take from to add to yours but this works :)

    Ah almost forgot Trigger Credits go to OneTwo

    Posted in: Miscellaneous Development
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    posted a message on AIs not working correctly

    @SycoPrime: Go

    My 1v1 Map Init looks like this.. Very basic

    Map Init

    EVENTS Game - Map initialization

    ACTIONS Melee - Set melee starting resources for all players Melee - Create melee starting units for all players Melee - Start the melee AI for all computer players Melee - Set default melee options for all players

    Also

    in the tab Map then Player Properties make sure u have the Computer Players AI set to Computer and not Default

    Posted in: Miscellaneous Development
  • 0

    posted a message on AIs not working correctly

    @SycoPrime:

    Can u throw up a screen of your AI trigger then?

    or

    copy it as text and paste it in post

    Posted in: Miscellaneous Development
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    posted a message on AIs not working correctly

    @SycoPrime: Go

    If you start the action, Meele - Start Meele AI for All Players in a trigger with the Event as Map Init then it should work. My first map in this editor was a 1v1 and it worked perfectly, the enemy player built building spawned units and attacked me. You might want to try throwing up a Minor Version (Version 0.01) copy of your map to Bnet and just try it in single player to see it if works their..

    If none of that you can send me the map and ill see what u are doing wrong face to face with your triggers

    Posted in: Miscellaneous Development
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    posted a message on (Help) Unit Spawning Delay

    @Albatross88: Go

    Nice, thanks that helps alot

    Posted in: Miscellaneous Development
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    posted a message on (Help) Unit Spawning Delay

    @Albatross88: Go

    that helps but i have a question, would i have to Copy/Paste for each unit in the Trigger or Would it spawn 1 unit every 5secs?

    Posted in: Miscellaneous Development
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    posted a message on (Help) Unit Spawning Delay

    Hey, im trying to spawn units and its work perfectly.. except for the fact they come out in one big group. ive seen this done before in another map on Bnet and was woundering how to do it what i want to do is put a "delay" i guess on when each mob spawns or moves.. so they dont come out in one big group

    any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Need Help with Timer

    @Molsterr: Go

    yeah, but i need it to restart when the wave is killed not right away

    Posted in: Miscellaneous Development
  • 0

    posted a message on Need Help with Timer

    @Molsterr: Go

    i got the timer down i just need it to restart

    Posted in: Miscellaneous Development
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    posted a message on Need Help with Timer

    Hey, ive made a time for my map.. the map is a survive all rounds kinda map and i want the timer to stop at "0" and then restart the countdown when the after the wave has been won.

    Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on (Help) Issue Unit Order

    @Orbiter1987: Go

    It worked thanks!

    Posted in: Miscellaneous Development
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