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    posted a message on Changing Unit weapons via Upgrade

    I'm wondering if it's possible to change a unit's weapon to a different weapon on completion of an upgrade. I've been trying to find a way to do this for awhile and I don't seem to be able too, I can only change the properties of the weapon the unit already has. What would I have to do to replace a unit's weapon, rather than just modifying its current one?

    Posted in: Data
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    posted a message on Issue order targeting point to unit group [Solved]

    @Abion47: Go

    Wow, I feel pretty stupid about that. Something so simple and obvious, and yet I feel like that if you hadn't pointed it out I would of never noticed. Thanks, lol, it works now.

    Posted in: Triggers
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    posted a message on Issue order targeting point to unit group [Solved]
    Quote from Abion47: Go

    Check your trigger that adds units to your ReaperSquad. You'll probably find that it's only adding the leader.

    I checked that, and that's not the problem. All of the units are correctly in the unit group. I'm thinking it has something to do with the way the targeting works on that ability, but I'm not sure. I'll attach a map so people can see the problem. The problem trigger is in the "Reaper Squad" triggers folder, called 'Clusterbomb'

    Posted in: Triggers
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    posted a message on Issue order targeting point to unit group [Solved]

    This trigger's supposed to make a large number of reapers perform there cluster bomb ability at the same time, when just one unit set up as a 'leader' uses the ability. For whatever reason, though, only the lead reaper actually performs the order. Here's the trigger, copy-pasted directly from the editor. I can't find anything wrong with it, maybe some of you can.

    Cluster Bomb

    Events

    Unit - Any Unit is issued an order to Reaper - G-4 Cluster Bombs

    Local Variables

    target = (Target point for (Triggering order)) <Point>

    Conditions

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If (Owner of (Triggering unit)) == 1

    Then

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Triggering unit) == MarineLeader[1][1]

    Then

    Unit - Order all units in ReaperSquad[1][1] to (Reaper - G-4 Cluster Bombs targeting relative points near target) (Replace Existing Orders)

    Else

    All the data related stuff is already set up, so that's not the problem.

    Posted in: Triggers
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    posted a message on Custom abilities not showing up in the triggers tab

    In my map, I'm creating an ability that when used switches the weapons of a unit. I don't know how to do this using data, so I decided to use triggers. However, my custom abilites dont show up under the events "Unit uses ability" or "Unit is issued order". What event needs to be used to trigger actions when custom abilities are used? If this for whatever reason isn't possible, could somebody tell me a way to switch weapons through data?

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    Alright, I officially finished my system. Up to 18 squads on the battlefield at once, shared movement and abilities and all that stuff, and a research ability that adds two medics to each new squad on marines. There's a lot more possibilities here, but this is all I'm gonna post here. Map is attached.

    Posted in: Triggers
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    posted a message on any way to detect if the attacking unit is useing melee attack.

    @shardfenix: Go

    Event - Any unit takes fatal or non-fatal ANY damage (from ANY effects).

    Just change the first 'Any' to melee

    That might work, don't quite understand exactly what your asking..

    Posted in: Triggers
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    My system is based largely on Tfighterpilots, but I made some modifications, such as shared life and added some other commands. Each player can have up to 3 squads of marines on the field at one time. This required alot of "if then else"'s and arrays. The only downside to doing it that way was that it required a whopping 54 functions. There's probably but some way to cut down that number, but I have no idea. Test map is attached, working on getting a video.

    Posted in: Triggers
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    posted a message on Unit Squads Problem

    @tFighterPilot: Go

    Yeah, I have no idea what the hell I'm doing when it comes to the trigger editor. I tried to do this with the very limited knowledge I have and as you can tell, it's pretty pathetic, Believe me, I' have tried to find a tutorial on this, but can't find anything anywhere.

    Posted in: Triggers
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    posted a message on Unit Squads Problem

    I'm trying to make a system where when you create a unit called 'Marine Squad,' a trigger will then create ten invulnerable marines that are supposed to follow the Marine Squad unit and share a health bar and all that type of stuff. So far, my attempts havn't been anywhere close to successful, but I have no idea why. The trigger I made in the map attached is supposed to both move the marines and make them die at certain intervals, but so far, it does neither. Can anyone help me out and tell me what's going wrong?

    Posted in: Triggers
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    posted a message on Dialog overlaps Portraits
    Quote from Tolkfan: Go

    Use "Set Portrait Render Type" on that portrait and set it to LDR. It's going to make the portrait look a little bit different (no HDR effects), but it's the only way to make portraits render on top of UI elements.

    Alright, I did this, and what I got was somewhat better, but it still looks kind of wierd. Did I do it right, and that's as good as it will get, or is there something I'm leaving out? Portrait is the far left picture in the screenshot. Also attached is the map so anyone who feels like it can look through the trigger to see if they can fix it.

    Posted in: Triggers
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    posted a message on Dialog overlaps Portraits

    I'm trying to make a trigger where 3-D portraits are displayed, but dialog boxes always overlap the portrait and make it look pretty bad. I'm wondering if there's a way to attach portraits to the dialog, or send the dialog to the back, behind the portrait, or anything else that might solve this problem. Here's a picture showing what I mean, the picture on the left is a static zealot portrait which works just fine, and on the right is the portrait.

    Posted in: Triggers
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    posted a message on Weekly Data Exercise #2 - Overseer Weapon

    I made a simple missile weapon that can only target biological units, causes 7 damage, and applies a behavior that removes control from the player and makes the units attack eachother. Nothing too special, but it did help me learn about behaviors. Attached to this post is the map, because I didn't bother to make a video.

    Posted in: Data
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    posted a message on Protoss structure-build Model

    I've been looking through the editor models and can't find the model that is used for protoss buildings when they're warped in. The large-blue plasma ball thing. If I wanted to use this as its own structure, what would I have to do?

    Posted in: Data
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    posted a message on Life-leeching Weapon effects

    How would I go about making a weapon that does damage, and for every 2 points of damage dealt, give the unit one point of energy? What typse of effects would be requried to do this?

    Posted in: Data
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