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    posted a message on Experience gain for air units

    I can't get air units to gain experience, ground units get them fine. Where do i even look for this, under unit thats gaining exp or the unit thats giving exp. I've checked through all the filters, any help??

    Posted in: Miscellaneous Development
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    posted a message on [Data] Unit upgrading into another unit.

    @ZeroAme: Go

    suppose your original unit has level veterancy and attributes, based off any standard hero leveling guide, how can you transfer the original attributes to the next unit if your upgraded unit has a different veterancy? I know this works if both have the same veterancy, but if i wanted them to level up at different rates and increase the attributes differently there has to be another way.

    Posted in: Tutorials
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    posted a message on Retaining attributes after unit morphs

    Hi, suppose unit A morphs into unit B, they both have different veterancies which level at different amounts and upgrade attributes differently. Is there any way to retain unit A's attributes after it morphs?

    Update: I had a look using triggers and there is a add behavior action, but i dont know how to fully use it. What is the casting unit for?

    Posted in: Miscellaneous Development
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    posted a message on Increasing splash radius as an attribute possible?

    Hi, i am trying to create an attribute behaviour which increases the radius of splash damage each time it levels up. I know how to increase splash damage but i need to increase its area. Is this even possible?

    Posted in: Miscellaneous Development
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    posted a message on [help] Changing Infestor swarm egg time?

    I'm trying to change the time of an infested terrans egg, so that when the ability is used the infested terran pops out of it egg right away. I cant find this anywhere. Help?

    Posted in: Miscellaneous Development
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    posted a message on no fog of war?

    @Kaseki:

    you can also create a revealer for the entire map

    Posted in: Miscellaneous Development
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    posted a message on [help] unit entering an area = crash

    im an idiot.... in one of the functions that gets called purpose is to spawn unit periodically, i forgot a wait statement at the end, and it was trying to spawn infinite amount of units at the same time...sorry to bother u guys

    Posted in: Miscellaneous Development
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    posted a message on [help] unit entering an area = crash

    sigh.. alright thanks for the input

    Posted in: Miscellaneous Development
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    posted a message on [help] unit entering an area = crash

    Nope that didn't work, and btw triggering unit does work though. I've used it for all my other events and they work.

    Posted in: Miscellaneous Development
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    posted a message on [help] unit entering an area = crash
    West:Spawn
       Events
           Unit - (Triggering unit) Enters West:EnemyInc1
           Unit - (Triggering unit) Enters West:EnemyInc2
           Unit - (Triggering unit) Enters West:EnemyInc3
           Unit - (Triggering unit) Enters West:EnemyInc4
           Unit - (Triggering unit) Enters West:EnemyInc5
           Unit - (Triggering unit) Enters West:EnemyInc6
           Unit - (Triggering unit) Enters temp
       Local Variables
           current region = No Region <Region>
           indexSpawn = 0 <Integer>
       Conditions
           (Owner of (Triggering unit)) != 15
       Actions
           UI - Display "thor  1" for (All players) to Subtitle area
           Variable - Set current region = (Triggering region)
           UI - Display "thor  2" for (All players) to Subtitle area
           General - For each integer indexSpawn from 0 to 6 with increment 1, do (Actions)
               Actions
                   General - If (Conditions) then do (Actions) else do (Actions)
                       If
                           West:EnemyIncRegion[indexSpawn] == current region
                       Then
                           General - Break
                       Else
           General - If (Conditions) then do (Actions) else do (Actions)
               If
                   West:SpawnActivated[indexSpawn] == false
               Then
                   Variable - Set West:SpawnActivated[indexSpawn] = true
                   General - If (Conditions) then do multiple (Actions)
                       If Then Else
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   current region == temp
                               Then
                                   UI - Display "got to 2  " for (All players) to Subtitle area
                                   West:SpawnThor(indexSpawn)
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   current region == West:EnemyInc6
                               Then
                                   West:SpawnTank(indexSpawn)
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   current region == West:EnemyInc5
                               Then
                                   West:SpawnThorGhost(indexSpawn)
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   current region == West:EnemyInc1
                               Then
                                   West:SpawnTankMarauder(indexSpawn)
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   Or
                                       Conditions
                                           current region == West:EnemyInc2
                                           current region == West:EnemyInc3
                               Then
                                   West:SpawnHelion(indexSpawn)
                           General - Else if (Conditions) then do (Actions)
                               Else If
                                   current region == East:EnemyInc4
                               Then
                                   West:SpawnMarauder(indexSpawn)
               Else
    
    Hopefully its readable, and the picture is attached, 'temp' is the problem region.
    Posted in: Miscellaneous Development
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    posted a message on [help] unit entering an area = crash

    Hi, i have this trigger which activates when a unit enters a certain area, there are multiple areas actually under the events, so a unit enters any of these areas, and it should start the actoins. But the game just crashes instead. It doesn't even get to the first action, which i set to disaplay a text message. The trigger has two local variables, and one condition (owner of triggering unit != 15). I thought maybe its because i have multiple areas but i also have another trigger which is defined exactly the same way, just the action are a little different, and that works fine. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger/Terrain/Data] Is there a Pathing Blocker for flying?

    @Kynval: Go

    i've been trying to do that too, the only solution ive seen is by using triigers. like if unit enetes no fly zone, order unit to move back or something like that

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Getting an array index, on a given object

    thanks, but i couldnt even try it out, my game kept crashing whenever a unit entered a region, it didnt even get the to the actions...

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Getting an array index, on a given object

    Hi, suppose you have an array, lets say it contains regions. If you have particular region which is also in the array, through triggering region or function parameter etc., can you get the index of that object (region in this case)?

    Posted in: Miscellaneous Development
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    posted a message on [help] Repeating trigger

    i c thanks!

    Posted in: Miscellaneous Development
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