CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @Fen1kz:

    Well im not sure but I once read in this forum that periodic events and wait for condition shouldn't be used only if there is no other way to do it.
    Ask yourself this what makes the "condition" be true?
    And if the answer is a trigger or a event you can use, you should change it.

    I can't tell you much about network traffic, but you can make it as i say above independently on if it works with the "wait for condition" will be better.
    Sorry if that doesnt answer your question.

    Posted in: Triggers
  • 0

    posted a message on Highlighted unit

    @starKidney:

    Yes it is when you hover mouse over a unit, but you have to desactivate "Cannot be Highlighed" on the data editor, some units like shapes (Cube, Sphere, etc) already have that option deactivated on for normal units like marine, zealot, etc you have to disable it.
    Data (Module) -> Units (Tab) -> Unit you want -> Flags -> Cannot be Highlighted

    Posted in: Triggers
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @RCIX:

    Feel free to use it as you want modify or w/e I made it for you to teach and help. ;D

    Posted in: Triggers
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @Fen1kz:

    wait for condition have the same problem as periodic events... should only be used if there is really no other way do it.

    Posted in: Triggers
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @RCIX:

    I made a map with the system.... did you at last took a look at it?

    Posted in: Triggers
  • 0

    posted a message on Show region Borders

    @grenegg:

    I want the same thing but I think for your map you can simply paint the terrain with another texture.

    Posted in: Triggers
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @RCIX:

    I suggest you activate the killing trigger on the trigger that takes a life because the periodic events slows a lot the game and generate a lot of network traffic.

    Posted in: Triggers
  • 0

    posted a message on Monitoring Victory/Defeat for players

    @RCIX:

    I thought of a solution a that could be to make a function that is activated when a player lose a life and it check every player's lifes.

    I will make a map with my idea.

    Edit: I see you conected before I made the map, there you go. :P

    Posted in: Triggers
  • 0

    posted a message on Region Problem

    @WraithChaser:

    I think a I had the same problem once, maybe its a bug I don't know but you have very simple form you can make it of two rectangles.

    Posted in: Triggers
  • 0

    posted a message on Protoss building colors

    @Vietman:

    Oh, only checked gateway will check forge.

    There is another actor that it's activated with the same events, same mechanics, but not the main actor of the building it's called "Unpowered Anim". It have 6 events that tints didn't checked what each does, just erased them.

    You can check it in the attached map "Red Forge".

    Posted in: Data
  • 0

    posted a message on splash dmg problem

    @Reaper872:

    There is a validator that is activated if the upgrade is purchase check all the effects validators and you will see "No Shaped Blast" and "Has Shaped Blast" the most simple way to do it is to change "No Shaped Blast" to "Has Shaped Blast" and viceversa.

    If you can't make it PM me and I will try to help you.

    Posted in: Data
  • 0

    posted a message on Setting Custom Victory Conditions?

    @KnifeSmile:

    There is some work to do, I will make it the best I can.

    Edit: I uploaded a map hope is what you wanted, it's not complete because what I try is that you learn and not making it for you :P.

    I only made it for building in mid but with terran you can bring a CC there without building it, hope you can make it, if you have problems or something PM me and I will try to help.

    Posted in: Triggers
  • 0

    posted a message on Protoss building colors

    @Vietman:

    Will try to make a map and upload it here so you can see it, I will edit the post in 5min +-.

    Edit: The problem is that there are 2 events that changes the color of that buildings, when they become powered or unpowered.
    To fix it you have to erase that events or change the colors they use.

    Posted in: Data
  • 0

    posted a message on splash dmg problem

    @Reaper872:

    I think you mean like the Campaign upgrade that reduce damage to friendly units, you can check it out creating a new document with the campaign dependencies and going at the Siege Tank (Siege Mode). What they made are 2 splash effects one apply to friendly units and one to enemy.

    Posted in: Data
  • 0

    posted a message on Attributes per level

    Hi I would like to know how to add attributes per level like Diablo, x number of charges per level and then spend charges to grow attributes.

    Posted in: Data
  • To post a comment, please or register a new account.