• 0

    posted a message on Camera Troubles

    I'm having two problems with my camera.

    One: The game camera is set to follow the player's hero, which works just fine. The problem is that I don't know how to modify that camera's height so that it is farther away from the unit its following.

    Two: I can't seem to get my map to go back to the default game camera where you can scroll the view by moving your mouse to the edge of the screen. If it isn't set to follow unit, the camera won't move at all unless I click on the minimap. Otherwise, no scrolling. I tried to do an Unlock camera, but no effect.

    Thanks in advance for any suggestions!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Attribute Points through Items
    • bump

    Any ideas?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Critical Strike

    I'd like to attach critical strike to both abilities and items.

    Any suggestions on how to do this? Do I need to set up a trigger?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Attribute Points through Items

    I've implemented OneTwoSC's/Bifuu's item system, with the ability to buy and sell and whatnot. I have no problem making items that add health, increase damage, change regen, however, I can't seem to make an item that adds to the hero's attributes. The attributes are set up the same as in OneTwoSC's hero tutorial, with Strenght/Agility/Intellect.

    How do I make an item that adds to those stats?

    How do I make it so that duplicate items in an inventory stack and both impact the hero, as opposed to just one?

    Thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Item that Spawns Following Defenders
    Quote from Ginsupup: Go

    @Kreusser: Go

    this will largely depend on a couple things.

    first off, is it a single hero map? aka will a single player have more then 1 unit that can carry the beacon.

    the biggest problem here is the test if there are 2 tanks in range of the unit carrying the item, well what are the limits? what if the hero is teleported? should it spawn 2 more tanks and kill the old ones? how far from the hero can the tanks get before they are no longer counted ect.

    the easiest solution would be if there is only 1 person who can have the beacon, make a trigger that picks each unit in region entire map for player and add 1 to a counter variable for each unit found with type tank.

    then if the counter = 2 do nothing, if it = 1 spawn 1 tank if it = 0 spawn 2 tanks ect.

    the problem i see is when you involve multiple units who have the beacon, or if the tanks are controlled by a different player ect.

    can you give some more info on exactly how you want it to work?

    It will be a single hero map. The player who has the beacon should not be able to command the units (maybe a flag that makes them unselectable).

    I think the way I want this to work is going to be a bit too much to implement. An alternative might be that instead of the beacon spawning defenders that need to be checked over and over, it could spawn attack waves the go from the point of the hero to the enemy base. It would fit in with my map and would be much easier to implement.

    For that would I just run a trigger that checks to see if the item behavior is present on a hero, and if so, creates units at that point and orders them to attack?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Item that Spawns Following Defenders

    Ok Mapster wizards, I have another issue that needs some solving.

    I would like to have an item that, when carried, spawns 2 tanks at the position of the item carrying unit and orders them to follow that carrying unit.

    It needs to check every 15 seconds to see if the tanks are still alive or not, if they are it should do nothing and if they are not it should re-spawn them. It should never allow for more than 2 tanks to be alive at the same time.

    It also needs to work for more than one player, so if 2 players carry the item each should be spawning their own tanks.

    What I tried to do was set up an item, Tank Beacon, with the behavior "Tank Beacon", that did nothing. Then, I figured that there could be a trigger to check to see if a unit has that behavior and if it does then spawn the tanks.

    However, I'm stuck at that, and it doesn't seem to be working. Any suggestions?

    Thanks in advance!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Building Capture

    Here is what I'm trying to do:

    When a player from team 1 (player number <= 3) enters range (4) of a specified building, then start time for 15 seconds, at timer expire grant control of that building to player 14.

    If the player leaves the range of that structure before timer expires, then cancel the capture.

    If an enemy player (4-6) enters the range of the structure during the capture, cancel the capture.

    What I have so far is the first part, where player 1 runs near the structure, it starts the timer, at the end of the timer player 14 gets control. If player 1 leaves the range of the structure, it cancels the timer and there is no capture.

    What I don't know how to do is make it so any player from team 1 can initiate the capture without making a trigger for each player. Also, I think a problem I will run into is that if 2 players on the same team attempt to capture the structure, and one of them leaves during the capture, I think that will cancel the capture. Obviously that's not what I want.

    And then I need a trigger for any player on team 2 entering the region, cancel the capture, or initiate capture for team 2 if no team 1 players present.

    Appreciate any help, thanks a lot!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Multiple Identical Weapons

    In my map I'm using items that equip weapons to a hero when they are in his inventory. However, the problem I have is that when the hero holds 2 weapons of the same type, the exact same weapon, only one of them fires.

    Is there any way to have a hero fire multiple weapons that are identical?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Trigger] UI - Display Hero Death/Killer

    So I'm trying to set up my hero death/revival trigger to be similar to what you might see with DotA or BattleTanks from WC3, where when a hero is killed that hero's name is broadcast along with the player that killed him.

    I figured I would set up a "UI - Display "...." for All Players, however, I don't know how to insert a specific player name in that text. Do I need to set up variables for the unit killed and the unit who did the killing, then somehow put those in my text display?

    Posted in: Triggers
  • 0

    posted a message on WASD in Multi-player

    This question has probably already been answered on this forum, but is it possible, lag wise, to have WASD controls for up to 6 players over B.net?

    I hear that the triggers used to make WASD possible won't operate the same over multi-player. Can anyone confirm?

    Also my map gives the player the ability to rotate the camera using a 0.05 second repeating trigger, is that something that won't in multi-player as well?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Data] Unit Attacks Without Player Input

    I'd like to have my map set up where the player controls one hero and can order it to move and use abilities and whatnot, but cannot choose the target of the hero's weapon attacks.

    This would be just like in the WC3 map Battle Tanks, where the heroes simply fire at nearby units but can direct abilities at specific targets.

    Any ideas on how to achieve this effect? Is there some field under Weapon that determines how the target is acquired and where you could toggle off the player control?

    Posted in: Data
  • 0

    posted a message on Unit Scale with Level

    @Torrak: Go

    Thanks!

    I'll give it a try when I get home for work.

    It's not a key feature of my map, but I think it will add a lot to see your hero grow in size with it's level. The map is based on the concept of you being much larger than your enemies, but if you start out so huge than you'll look really imposing but actually be pretty weak at level 1.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Scale with Level

    @Torrak: Go

    That looks like it would work for the first level up. However, what happens when the unit levels up again? Then I think nothing would happen, since the scale would still be 1.2. Is there a way to increment the scale, so that it adds like .05 to the scale upon each level?

    Thanks for the reply, btw!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit Scale with Level

    I'm implementing a leveling system in my map and I would like to link a hero's level with his art scale, so that each time the hero goes up in level he also gets, say, 5% larger.

    Does anyone know how I should go about doing this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Library] Hero Selection v3.0.1 Final

    Awesome library, it's been extremely helpful and saved me a ton of time with my map.

    I have an issue, and its probably easy to fix but I just started working with the editor last week, so there is a lot I don't know.

    When I use the Circle Hero Selection in my map, it works fine, you pick your hero and it spawns where I want it to. The problem I have is that I want to tie that hero into my movement triggers, which set up a WASD movement for each hero.

    However, before I used this hero selection library I just made the trigger tie to the unit already on the field, but now that the player can pick a specific hero I don't know how to link that "Picked Hero" with my movement triggers.

    I'll include a link to my map: http:rapidshare.com/files/416009090/BotSWv0.50.SC2Map

    Any help would be greatly appreciated.

    Posted in: Trigger Libraries & Scripts
  • To post a comment, please or register a new account.