Another thought on this, if anyone can help. I have it all working great as post 2 mentioned the setup. I don't want my hero to gain 100% exp of every kill from other units so I set it to .2 However, now his EXP bar reads like, "17.9998/200"
Anyway to make this into an integer value or double? I don't want all the decimal places.
Am I missing something or is it just hard coded? I want to make an upgrade to allow 2 units to be built at a time from the barracks. I looked for some kind of requirement for attached reactor and such but could find nothing. What game element (if any) allows you to build two units at once? I don't want to just disable the tech requirements, I want to be able to craft my own custom upgrade for this without using the reactor add-on.
First off I would just call the Leaderboard in my initialization routine trigger. Something like Game- Map Initialization. No need to make a timer to start it.
Also don't reference a specific unit with that. When that unit dies it may cause problems.
Again, remove the "(Name of player" function by left clicking the "(" before the "N" This is not the function you want to be using.
Anyone else thoughts on this? Being keyboard control it is limited to versus AI. I think one of the hardest parts would be creating an AI that would know how to properly fight. Image though, a custom UI with boss bar type life bars at the top. A story mode to progress thru ever more challenging bosses. You pick a "hero" to play as, Jim, Zeratul, etc. Final boss is Kerrigan. Units would have their special abilities. Like Jim could throw a grenade as a move combo, or fire the plasma riffle. Different units, different attacks. Someone uses Psi storm on you, another guy spams yamato cannon attacks. The possibilities are endless. Just think of the great move combos though for various attacks. W + W + A + S + Space for a tier 1 special attack, etc. This would all be street fighter/mortal kombat style, so a 2D game with Up, Down, Left, Right. Button smasher fighter game.
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Sorry to bump, any thoughts on how to make the EXP not a decimal number when using fractional exp gain from shared exp?
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This is posted in the wrong forum section.
Try this: http://forums.sc2mapster.com/development/project-workplace/
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Another thought on this, if anyone can help. I have it all working great as post 2 mentioned the setup. I don't want my hero to gain 100% exp of every kill from other units so I set it to .2 However, now his EXP bar reads like, "17.9998/200"
Anyway to make this into an integer value or double? I don't want all the decimal places.
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Am I missing something or is it just hard coded? I want to make an upgrade to allow 2 units to be built at a time from the barracks. I looked for some kind of requirement for attached reactor and such but could find nothing. What game element (if any) allows you to build two units at once? I don't want to just disable the tech requirements, I want to be able to craft my own custom upgrade for this without using the reactor add-on.
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I think there are some Leaderboard tuts you can search for and check out. Otherwise you can poke at the official WoL game maps for ideas.
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@RydiaFromFF2: Go
First off I would just call the Leaderboard in my initialization routine trigger. Something like Game- Map Initialization. No need to make a timer to start it.
Also don't reference a specific unit with that. When that unit dies it may cause problems.
Again, remove the "(Name of player" function by left clicking the "(" before the "N" This is not the function you want to be using.
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By the way there is a "header" row you should be using. Second, I'll post a pic of my leaderboard.
Edit: and yes, you have no unit triggering this type of event. You can't use that code there.
Edit2: Don't use that Name of Player function. Click the ( to the left of it and change it to something more appropriate.
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Drag and drop the map file onto you StarCraft II.exe icon.
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Right Click -> New -> New Variable
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Variable = Unit Count of Player
Unit Count of Player is a function
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Anyone else thoughts on this? Being keyboard control it is limited to versus AI. I think one of the hardest parts would be creating an AI that would know how to properly fight. Image though, a custom UI with boss bar type life bars at the top. A story mode to progress thru ever more challenging bosses. You pick a "hero" to play as, Jim, Zeratul, etc. Final boss is Kerrigan. Units would have their special abilities. Like Jim could throw a grenade as a move combo, or fire the plasma riffle. Different units, different attacks. Someone uses Psi storm on you, another guy spams yamato cannon attacks. The possibilities are endless. Just think of the great move combos though for various attacks. W + W + A + S + Space for a tier 1 special attack, etc. This would all be street fighter/mortal kombat style, so a 2D game with Up, Down, Left, Right. Button smasher fighter game.
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You might have to do something with catalogs in triggers or writing your own formulas.
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What SouLCarverRR said pretty much, Unit Type of Unit is the function you need.
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Have you tried actors associated with current units that have this effect? this sounds like a data editor thing, not triggers