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    posted a message on Veterancy Kill Bonus

    Eddie Murphy bump.
    http://jiveturkey.files.wordpress.com/2008/12/48-hours.jpg
    Eh-heh-heh-heh-heh-hee.

    Posted in: Data
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    posted a message on Veterancy Kill Bonus

    Jack Baur Bump.

    Posted in: Data
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    posted a message on Dialog Item Label

    Fixed it. Order of operations. I feel stupid now.

    Posted in: Triggers
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    posted a message on Dialog Item Label

    I would like to overlay text over a progress bar, that changes when a user hits a dialog button.

    Since the progress bar itself has no "Text" (That I can see....), I had to create a label on top of it. I assigned the label to a global variable. I can successfully assign text to this label, referencing it via the global variable, while still in the function that created it. Copy-pasting the successful "set text" line into another trigger does not work. Why? :(

    Posted in: Triggers
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    posted a message on Veterancy Kill Bonus

    I want higher level units to be worth more XP. Seems pretty straightforward.

    I figured it'd be the "kill bonus" field under the (I think) "Unit" tab in the veterancy level. No joy.

    Has anyone pulled this off / does anyone have any ideas?

    Thankye.

    Posted in: Data
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    posted a message on Modify Radar Filters

    Third bump's the charm.

    Posted in: Miscellaneous Development
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    posted a message on Modify Radar Filters

    By the power invested in me by this keyboard, I bump thee sir post.

    Posted in: Miscellaneous Development
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    posted a message on Items with Requirements

    I bump again.

    Posted in: Data
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    posted a message on Multiple actors acting has one

    @Ashbringah: Go

    Get 'em while they're hot!
    http://dl.dropbox.com/u/10363853/ZerglingSwarm.SC2Map

    Posted in: Data
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    posted a message on Modify Radar Filters

    Well, I asked about Radar Filters because I'm trying to create a radar that specifically reveals Zerg. Near as I can tell, the built in Detect and Radar features don't allow for validators, and I'm not really keen on the idea of creating my own.
    Though I suppose some trigger or DE magic could be used to make the units appear while under fog, but again, I wouldn't know how to do that.

    Posted in: Miscellaneous Development
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    posted a message on Modify Radar Filters

    Ba-bump-ba-ba-bump-ba-bump-bumo-bump-bump.

    Posted in: Miscellaneous Development
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    posted a message on Items with Requirements

    @RileyStarcraft: Go

    So I've come to understand.
    Well, I'm wondering if maybe there's a non-data editor solution, or a solution to be found elsewhere in the DE?
    I wonder if it's possible to leave the item "equippable", but ineffective?
    I'll try playing with requirements on the equipped behaviors and see what I can come up with...those seem to work.

    Also, for reference, I have this trigger that's supposed to work a little magic. I was originally thinking I could move the item into the "Carry" container rather than the "Equip" container, but item inventory indexing seems to be so thoroughly broken as to make that impossible. The trigger would also be leagues more effective if I could somehow get the requirements into the trigger, rather than manually re-writing the requirements for each item into said trigger. But, enough prattle. Trigger follows:

    Events
        Unit - Any Unit Moves Any Item
        Unit - Any Unit Picks Up Any Item
        Unit - Any Unit Buys Any Item
    Local Variables
        unit armor type = "" <String>
        intargar = 0 <Integer>
    Conditions
        (Inventory Container of (Triggering inventory item)) == 1
    Actions
        General - Switch (Actions) depending on (Unit type of (Triggering inventory item))
            Cases
                General - If (Armor -  War Pig)
                    Actions
                        General - If (Conditions) then do (Actions) else do (Actions)
                            If
                                (Experience level of (Triggering unit)) < 5
                            Then
                                Variable - Set intargar = (Number of Items Carried for (Triggering unit))
                                UI - Display "Player is carrying this many items..." for (All players) to Subtitle area
                                UI - Display (Text(intargar)) for (All players) to Subtitle area
                                Unit - Remove (Triggering inventory item) from the game
                                Unit - Create 1 (Unit type of (Triggering inventory item)) for player 0 at (Position of (Triggering unit))
    

    The remove and create lines were originally this line:
    Unit - Move inventory item (Triggering inventory item) to slot intargar in container 1
    I tried container 0, 1, 2. I honestly haven't figured out which it's supposed to be. It decided to work, if I made it slot 1 in container 1, but then I had a grenade equipped in my armor slot, which unfortunately does not ensue hilarity, as one would hope.

    Posted in: Data
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    posted a message on [Data] Attaching a model through a research?

    To accomplish this using data you will need to use site operations to attach the model to the back of the siege tank.
    See any of the tutorials on how to do this, for example:
    http://forums.sc2mapster.com/resources/tutorials/4284-data-working-with-hosting-and-site-operations-the-uberlisk/

    Posted in: Data
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    posted a message on Items with Requirements

    I cannot get the "Requirements" field in an item to prevent it from being equipped. The values on the item show up in red (like "Use" requirements do when you can't use an ability), but the item can still be equipped. All that I want is an item that requires the hero be a certain level (5, 10, etc.)

    I even tried manually checking the requirements using triggers, but the result is not pretty, and poorly hacked together.

    Has anyone managed to get an item to not equip under certain conditions using the default inventory system? Even using triggers, or some other form of sorcery short of a complete inventory system re-design.

    Can anyone help? Please? Thank you for your time.

    Posted in: Data
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    posted a message on Changeling Disguise Toggle

    One more bump before we have to take the thread out back.

    Posted in: Data
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