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    posted a message on Skill Tree + Passive Abilities

    @slaydon: Go

    That's okay. I think I am going to do it using triggers to add the behaviors (even though I think its messy and unnecessary) but hopefully someone will show me how to do it correctly!

    Posted in: Triggers
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    posted a message on Skill Tree + Passive Abilities

    @slaydon: Go

    Thanks! Yeah I know I can add behaviors through triggers, but I figured there was a better and less messy way to do it than that (Like Ability of type Passive) unfortunately the game HAS NO Ability/Passive so I can't really reverse engineer anything.

    Posted in: Triggers
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    posted a message on Skill Tree + Passive Abilities

    @drummerboy1151: Go

    I've already made a skill tree with active abilities as skills, I am just stumped on passive abilities. I don't need the entire skill tree tutorial (although that would be nice for other people). Thanks for the quick reply.

    The way I did active abilities is when you push the dialog item that relates the to ability it checks what dialog button you pressed and if you don't have the ability it gives it to you and if you have it, it levels it up by 1 for you. This works great. When I do this for passive abilities it does not apply the behavior that is linked with the ability.

    Posted in: Triggers
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    posted a message on Skill Tree + Passive Abilities

    Hi all!

    I'm trying to give my hero passive abilities (Like move speed, health buff, etc) through a skill tree dialog (Not through hero learn). I am able to add passives through hero learn but for some reason adding abilities through triggers and dialogs doesn't work the same way. I was wondering if someone could show me set by step how to either..

    add passive abilities through triggers (or should I just add the behaviors and link them to a dummy ability?) or a map that I can download as an example.

    I've watched and read through pretty much EVERY tutorial out there and none of them pertain to skill trees.

    Thanks!

    Posted in: Triggers
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    posted a message on Learn Skills through a trigger

    I figured out a work-around (or at least I think I have) so .. nevermind!

    Posted in: Triggers
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    posted a message on Learn Skills through a trigger

    Hi all!

    I'm trying to implement a dialog based skill tree and I need to make the dialogs teach skills!

    I was wondering if there is a good tutorial about skill trees and how they can teach and level up skills. I've seen some skill tree maps and tutorials but none really spell out how to interact with the unit itself, its just the dialog menus and coding.

    Basically I want to learn skill through trigger.

    Thanks!

    Posted in: Triggers
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    posted a message on Dialog Items Question/Bug

    Thanks for the reply. I'll look into screen buttons, but I don't understand why dialog buttons wouldn't work in this scenario.

    Posted in: Triggers
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    posted a message on Dialog Items Question/Bug

    Hi all.

    I've designed a hero selection interface for my map. On the first screen it has 6 dialog items named Slot 1 - 6 (For saved slots that go into the bank). When you click these slots it opens a menu that allows you to either load or create whether you have information in that slot or not, delete and cancel. Once you load/create it hides the other two dialog menus and opens a hero selection menu. The problem I've been having is quite strange.... please help...

    Here's the problem

    When testing this single player it works fine. You can navigate through the menus without any trouble.

    On multiplayer if you access the same "slot" dialog item as another person, it locks that dialog item up for you. You cannot click the create or load button because another player beat you to it. I thought dialog items were specific to the player they are displayed to, and I display the boxes only to the triggering player.

    So I know I can create arrays for EVERY item in the dialog menu so that players are only looking at their own dialog that can be created and destroyed and not interact with other players, but my question is ... aren't dialog menus and items supposed to be able to be used by every player independently and not interact between one player and another? Help me out here, I'm at a loss... Edit/Delete Message

    Posted in: Triggers
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