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    posted a message on Creating passive ability via triggers, not working.

    Hello! I've been building some abilities on my mod via triggers and I got stuck - I have one trigger that doesn't work. The ability is a passive that gives Hero 10/20/30/40% bonus life regeneration for 3 seconds if a unit near him (8 radius) dies.

    So the bugs (I think) are:

    - I think I didn't specify the owner of Hero nor triggering units (if that's important)

    - I did not specify that regeneration bonus lasts for 3 seconds (don't know where).

    It gives me error that I cannot understand:

    TriggerAddEventUnitDied(gt_bulldoger_e_regrowth, UnitRefFromUnit(UnitGroupUnit(lv_unitsinarea, 1)));
    

    The trigger looks like this: trigger

    Conditions are set only to check if the Hero upgraded this ability (which adds behavior), and which ability level is it. I also have another global trigger, which executes this (and other) trigger periodically, each 1 second. I couldn't find any easier way to make the passive abilities, only with periodical trigger.

    Any ideas?

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @Nerfpl: Go

    Yo, thanks! I've looked into it, and going to study it :) Really appreciate your effort!

    @VoidPotato: Go

    Thanks! Yeah, now it's much more clearer :)

    @Mille25: Go

    Yup, in the example Nerfpl sent me, it's not using damage taken, so it's ok :p Thanks for your (no) motivation though...

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @Nerfpl: Go

    thanks! I'll try this asap and tell you the results :) where is your List?

    @Oparcus: Go

    yes, you understood correctly :) well the regen and hp would change all game long, so the ability just buffs him, depending on his health. So when he gets 2000 hp, he also gets bonus 40 hp regen (a lot). That is very easy to do, though, I don't know how to get units health or return any other attribute (in this case - regen). I don't know which actions are these, and what kind of event is needed.

    Isn't there a tutorial about making abils in triggers?

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @VoidPotato: Go

    I still don't get how you get the health from an unit. Is it this one: SetDialogItemTooltip? Other than that - thank you for your hp bar!!! :)

    @Nerfpl: Go

    I got confused at what you wrote, can you comment on what each variable does?

    How I understood: first I get variable count parts, which is like max units hp/200; then I got confused what is current parts variable and part*x calculation... what is x? Anything else I quite got :) Thanks!

    @Oparcus: Go

    Thanks! But thing is - I'd like to learn everything first, so next time same question wouldn't appear...

    @Nerfpl: Go

    Thing is, I have the basic knowledge of C+ + and all that, but Galaxy Editor is just so confusing. I can't get simple values easily (like units health), or write a trigger without knowing EVERY existing action... that is very hard to memorize :(

    If you feel that I'm neglecting your suggestion - I'm sorry. I'm just really stubborn with the health bar idea, and I really need it :p

    -

    Also unrelated, but maybe you can link to a tutorial on how to work on units abilities with triggers? Right now I'm trying to make this ability with triggers: "2% of units health is transfered to health regeneration" - sounds easy and I have the basic idea in mind, but I just can't find the right actions, nor how to start the trigger (aka event???).

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @Ahli634: Go

    thanks, that sounds nice, although, how to get unit health? And what are the calculations I need to adjust the bars?

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @Nerfpl: Go

    Even though that is nothing that I want, I will probably use it, if no one really knows the good way to accomplish that. Thing is (I dunno if you're unable to understand or I fail at explaining, in which case I'm very sorry) - what if a unit suddenly gets another 200hp, and now has 6 bars instead of 5? The solution you said counts % of HP per bar, and I need flat amount, PLUS fit them all in a fixed width.

    I know some programming, but I just can't find the right events/actions.

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    @Nerfpl: Go

    Thanks. But that seems like it changes the total width of the main health bar, doesn't it? I want the width to be the same, but to increase the amount of small bars in the big bar. Like that:

    [_|_|_|_|_] is equal in width with this:

    [||||||||||]

    @Ahli634: Go

    Yes, that is what I want. Any explanation how sotis does it? :p

    Posted in: Triggers
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    posted a message on Custom health bars - how to?

    Hello! I've been trying to make custom health bars for my mod, but with sad results. What I want is a small dialog (100px width frame), which consists out of green bars, which amount is calculated from the health a unit has, and divided by 200. So for example, if the unit has 1000 HP, the health bar frame would consist of 5 bars, all of them being 20px width, resulting in a 100px frame. Because it's a healthbar, I would also like to change it's current value at 0.5 seconds (which is easy to do).

    Where should I begin? Have you got any description, or points I could follow?

    I won't even bother telling what I've done, because it didn't work, and I couldn't even find how to get the health amount from an unit... not talking about drawing dialog, which sounds like a very hard thing to do! I've searched old topics, but they didn't seem to answer my problem.

    Posted in: Triggers
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    posted a message on Why my structure attacks only in a line?

    @DrSuperEvil: Go

    I am using a turret which looks like photon cannon, and gave it photon cannon turret, but it still doesn't work (the one with arc does, but it looks ugly). I've searched original photon cannon all through and through, but couldn't find anything. Is it hardcoded? Why its photon cannon unit has no turret, yet it says in the tree, that it is using a turret? I'm confused...

    Posted in: Data
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    posted a message on Why my structure attacks only in a line?

    Like the thread title says, I'm having problems with my cannon. I've created everything nicely, but it searches targets only in one line (probably where it is facing), and I couldn't find anywhere how to change that... Even compared everything to Protoss Photon Cannon, but with no results... Any help? :)

    Posted in: Data
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    posted a message on Noob problem - launching and impacting missiles doesn't work.

    @Kueken531: Go

    Aha! Thank you!

    Now the ability is nice! Although I want the character to not move in the period he's launching the missiles. How can I achieve that? Also, if I start the ability, it fires randomly to the targets near me, but if new targets come in the area it doesn't trigger them. Is that supposed to be?

    Edit@Below: I'll try testing as soon as possible. Now revising for exams take place, so I can't really test it out. But thank you :) At least the flag will work, obviously! :)

    Posted in: Data
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    posted a message on Noob problem - launching and impacting missiles doesn't work.

    @Kueken531: Go That seems to work :) Thank you.

    Any answers to the second question? :(

    Posted in: Data
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    posted a message on Noob problem - launching and impacting missiles doesn't work.

    So I've made some abilities with missiles, and everything seems to work fine, as far as the effects go. But the appearance makes me sad. Every missile is shot from the feet of the caster, and impacts to the feet of the target. I've tried changing the Impact and Launch setups in Launch Missile Effect, but it didn't make anything. Right now they are at Launch:CasterPoint, and Impact:TargetUnit. Maybe I should change something in the Unit tab? Please help me! :)

    Now to the other question: I want an ability to randomly search for enemies and fire a missile every 0.5 seconds for 5 seconds. That's 10 missiles and 10 random enemies. Although, what happens doesn't please me - it fires its missiles at one target until it dies and then starts to fire at another target... It works like that: Ability -> Effect Persistent -> Effect Search -> Effect Launch Missile -> Effect Damage -> [...]. The Search is simple one, but I thought it would work, because Persistent happens first, so it searches a new target every time...

    Thank you for your answers, and Happy Easter! :)

    Posted in: Data
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    posted a message on Changing camera - doesn't work!

    @BasharTeg: Go

    Hey!

    Thanks for your answer! I got what you meant, and done almost everything, although I don't know how to increment the value of variable. I tried searching Math tab, but didn't find anything, so I tried adding Custom Script with "+1" but it didn't work either. What am I missing?

    -

    Ahh, it works now, but it stops after the three cameras have been showed. I want to loop it. How?

    -

    Nevermind, it works now :D I made the size of variable bigger by one, and checked it, after I added one point, if it was 4, then I changed it to 1 (which is camera 1). Thank you for your help! :)

    Posted in: Triggers
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    posted a message on Changing camera - doesn't work!

    Hello!

    I've been doing some triggers and all, and I can't find a solution to solve this! http://img717.imageshack.us/img717/5282/31857927.png (for better quality: http://img717.imageshack.us/img717/5282/31857927.png)

    What is wrong?

    What I want - when you press a button (now it's O) it changes the camera (I have three cameras). Maybe there's another way of achieving it?

    Posted in: Triggers
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