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    posted a message on Lifting Units in the air during spells

    @Etravex: Go

    Thanks for the advice! I believed you were right when I read your answer, but after toying around for like 30 min I realized there is no actual actor created for the missile!

    In fact the only thing I had to do was this: I changed the UI - Height for the Missile unit to 3.5. This is ok for me, since this missile is only used in the process of this particular spell.

    It looks great now! :-)

    Posted in: Data
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    posted a message on Lifting Units in the air during spells

    Hi, one of my heros has a spell which is cast over 6 seconds and for a dramatac effect I lift him in the air (height 3). It all looks great, the only thing is: The Ball of fire which is created after about 3 seconds is launched from his position on the ground, and not from the air, where he now is. Does this make sense? Ask away if it doesn't.... Anyways what I obviously need is advice on how to make the fireball emerge from his position in the air.

    Thanks for any advice!

    Here's a Video of the spell:

    Posted in: Data
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    posted a message on [Video] New Hero Revival Tutorial

    @OneTwoSC: Go

    First of all, thanks for all the awsome tutorials! I learned a lot about the editor, thanks to you.

    Secondly, I have implemented the new revival and it works, but I have a problem:

    All units ingame are heros, but I only want to revive player-controlled units. It's certainly possible to remove the Valerian behaviour by using triggers, but whenever I see the slightest possibility to do something via the data editor I'd rather do that. Can you (or anyone else of course) help me out here? Maybe a validator could do the trick?

    My Players are always number 1-9, all other slots are comps and shouldn't be revived...

    Posted in: Tutorials
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    posted a message on Blizzard's letter about Nexus Word Wars

    I don't think anybody has adressed this yet: Imo the way Blizzard responded to the matter is showing that they do give a crap about the community, and trust me not every company does. I have played a couple of online games and some companies have their customers whine for years (!) without even the slightest reaction.

    You have to keep in mind this is "just" a custom map - while I'm sure a good one - from "just" a player.

    Posted in: General Chat
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    posted a message on [Release] The Sorcerer's Defense

    @RileyStarcraft: Go

    Great map, very polished! I enjoyed it while it lasted, if you know what i mean. :-(

    Good luck finding the reason for all those crashes!

    Posted in: Project Workplace
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    posted a message on custom map walkthroughs, reviews, overviews.

    @JohanPoN: Go

    Nice commentaries, keep them coming! :-)

    Posted in: Map Review
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    posted a message on Spectators, Watchers, how to deal with that?

    @Sntenshi: Go

    Free Bump, interested as well.

    Posted in: Miscellaneous Development
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    posted a message on Drag and drop icons, tabs, drop menus, button dialogs

    @Roar_Man: Go

    Quote from Roar_Man: Go

    Yes all of these are possible.

    I was gonna say the same thing... :-P

    Maybe you should focus on one question at a time. And be more specific about what exactly you need...

    +1. Sorry.

    (Edit: Omg. 42th post and the thread had 42 views just after my post. Omg.)

    Posted in: Triggers
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    posted a message on Ability: Feedback

    Why doesn't Feedback have any cooldown no matter what time I set? Seriously go ahead to the Ability, "Cost +" and set "Time - Use" to say 30. It won't do anything :-(

    Is there any hidden flag that I'm missing?

    Edit: Ha, fixed already. Turns out the ability has no linked ID by default, so I had to make one.

    Posted in: Data
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    posted a message on Multi Map Saving is it possible?

    @Saintbob001: Go

    It is absolutely possible and actually very easy as well. Just use the same save/loading mechanics in both maps.

    Posted in: Data
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    posted a message on Need help with ability level requirements and skill points every X levels

    @Millenium7: Go

    You can't use LevelOfUnit, that was just an example. :-)

    Let's do it step by step:

    • In the data editor go to Requirements. Add a new object, leave everything as it is.
    • Now click Requirements +
    • Add a new node to "Use", choose "Greater or equal"
    • Add two new nodes to the "Greater or equal"
    • For the first one: Choose "Count Behaviour", then your veterancy behaviour, then "Completed on unit" (This is very important!)
    • For the second one: I suggest you play around with the nodes to adapt the formula to your needs, but one thing you will need. To count the Ability level add a node, using "Count Ability". Pick your Ability and again "Completed on Unit"

    I hope this helps! And yes, I'm aware this doesn't adress the learning point issue. :-(

    Edit: Check the screenshot, I know it's german, but you get the idea.

    Posted in: Data
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    posted a message on Need help with ability level requirements and skill points every X levels

    @Millenium7: Go

    I was having trouble with this exact thing and frankly I don't think the implemented Learn-Abilities are flexible enough...

    I guess you would have to create your own Learn-Ability in order to give points every 2-3 levels or make Abilities require more than 1 learning point. I didn't do it though, because that's a LOT of work.

    Anyways I can help you with the Ability requirements part:

    What you wanna do is create a new requirement. Let's say your ability can be learned at level 1, 5, 9, 13 and so on. So you need to represent this with a formula, like this:

    LevelOfUnit >= ((LevelofAbility + 0 ) * 4 ) +1

    At level 0 this is (0 + 0)*4 +1 = 1.

    At level 1 this is (1 + 0)*4 +1 = 5.

    ....

    [I was gonna add the screenshot here, but that didn't work :s. It's attached now.]

    I'm using "Show" for my requirements because I think the way requirements are shown ingame is ugly, but you can use "Use", too Apart from the correct implementation of the formula you just have to do three things: The whole thing must be "Greater or equal". On the first side you count the levels of your veterancy COMPLETED on unit. On the second side count the levels of the ability again completed on unit.

    Now just add the requirement to your learning ability and that's that.

    Posted in: Data
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    posted a message on Specific stats

    @illidans911: Go

    I'm sorry but you've lost me. I thought we were talking Strength, Agility, Stamina or something...

    I would do it like this: 3 Behaviours for each race, e.g. Intelligence as you mentioned above:

    IntelligenceProtoss -> Have it add 15 Shields for each point

    IntelligenceTerran -> Have it add 15 Mana

    IntelligenceZerg -> Have it 15 to awsome.

    And so on, I think you get the idea. Maybe I'm picturing the wrong thing here, though.

    Posted in: Data
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    posted a message on Specific stats

    @illidans911: Go

    Why does each stat have 9 behaviours? Shouldn't the stat be the only behaviour?

    Posted in: Data
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    posted a message on Specific stats

    @illidans911: Go

    To be honest your question is not very specific: What do you mean "for each point and some people get stats with certain points"?

    If you mean that the races gain different benefits from one attribute, then I'm pretty sure that wouldn't work without making a behaviour for each race. Sorry, but copy & paste is your friend here. And 9 really isn't that bad. ;-)

    Edit: I was posting while you were editing, but sadly the answer is now a clear no...

    Posted in: Data
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