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    posted a message on Triggering Monthly Exercise # 7 - City Traffic

    I made traffic lights... about it.

    Posted in: Triggers
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    posted a message on Survival map

    The idea begin energy being your ammo would work well. I will have something like this as a third person shooter and on the Korhal planet except I will make it look more of a city from today.

    Posted in: Map Suggestions/Requests
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    posted a message on HELP - TPS Tutorial

    I just used a TPS library but it has a FPS tutorial so I had to adjust. The library and tutorial are for only 1 player which I want up to 12 players (may reduce to only 4) forcing me to adjust more. Right now the only thing that is broken is the projectile firing which was what I was asking for in this post. At least now my hero unit has a firing animation but no firing actor or projectile.

    Posted in: Triggers
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    posted a message on HELP - TPS Tutorial

    Does anyone know how to make a TPS?

    Posted in: Triggers
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    posted a message on HELP - TPS Tutorial

    I am making a zombie survival third person shooter Korhal city map with random missions. At the moment I have the WASD movement and the missions. I am needing two things at the moment with this map.

    • How to setup projectiles for the TPS.
    • Mouse cursor keeps popping up after the two actions to set the camera for FPS-style.
    Posted in: Triggers
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    posted a message on Third person shooter help

    This is what I would do:

    Create Dialog Item (Image) that is a btn-techupgrade-terran-fullborecanisterammo.dds and next to this image in the user interface dialog have the number of bullets left with the maximum possible. Something like 5/200 and if you want to have magazines where you have to reload you can have 5/200 and when you reload it goes to 12/193.

    Posted in: Triggers
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    posted a message on HELP - Tracers through Ability

    @DrSuperEvil: Go

    Because of of the actions is Create HighTemplarShadow then will I need to create an actor for all units because I am wanting this to be able to affect any allied unit and not just a hero? The High Templar actor Event: Events + field is below. Could you be more specific and maybe show me what to change or add in the list?

    Edit:

    I created a Validator that required to the Charge behavior with GreaterThan 0 stacks. I added these 6 events all with the Term with that Charge Validator.

    Posted in: Data
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    posted a message on HELP - Tracers through Ability

    I made an ability that gives the Charge behavior (200% movement speed) to allied units in the targeted area. When any units gain this behavior they also get tracers like the High Templar unit. The tracers will be of the hero's actor and tinted to the player's color. I have scanned through two forum threads but that issue is they are for always having the tracers and not when they obtain the Charge behavior. Could anyone tell me how to do this?

    Thanks in advance,

    Admiral Ielke "Lablamb"

    Posted in: Data
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    posted a message on HELP - Dialog Tooltip Frame Color

    Is it possible to change the color of the dialog tooltip frame?

    Posted in: Triggers
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    posted a message on HELP - Trigger Dialog Issue

    @BasharTeg: Go

    The debug window showed that the trigger failed due to 1 failed condition:

    I think the issue that I am having (even though I have done this for a map before and it worked) is I have an image in front of the buttons. Is there anyway to put an image on a button without adding another image?

    Can images be triggered via Used Dialog Item?

    Edit:

    These are the errors that I am getting now:

    Edit Edit

    Figured it out! I had a trigger that told the Last Created Dialog to be shown to All Players instead of PlayerGroup(Picked Player) and it works wonderfully! BasharTeg, you were correct that I did have another dialog or dialog item in front. I just had to take another proof read through the actions.

    -THANKS!

    Posted in: Triggers
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    posted a message on HELP - Trigger Dialog Issue

    Dialog variable: Hero Selection - Dialog [13][7] where the 13 is for the twelve players and the 7 is for the number of pages through the hero creation. Dialog Item variable: Hero Selection - Difficulty Dialog Item [13][99] where the 13 is for the twelve players and the 99 is the number of dialog items that will be altered throughout the hero creation. There will only be 10 total items that will be interacted with or altered.

    Trigger that Creates the Dialog

    Trigger when a Player Clicks a Dialog Item

    Dialog In-Game

    What I am trying to get done is when one of those three buttons at the below are clicked the icon, text, and the glow are altered: the icon is changed to the button icon clicked, the text is change to the button tool tip text, and the glow behind the button is moved to the button clicked. Also the played sound that is in the trigger when the player clicks a dialog item.

    My issue is nothing happens. No sound, no change, not a thing.

    Posted in: Triggers
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    posted a message on [Data] Show Combat Shield

    Marine - Combat Shield Tutorial

    By: ADMielke "Lablamb"

    Do you want your Marine or War Pig to show the Marine - Combat Shield upgrade without needing to research? Once I figured it out after not finding a tutorial for this I decided to make a tutorial for others. Please tell me your thoughts on how to improve this tutorial or if I am wrong or if you are in need of help.

    1. Go into the Data Editor.

    2. Click the Units tab.

    3. Find and select the Marine or Merc - War Pig (Merc Marine) unit.

    4. Under the Actors section select Marine or KelmorianMiner (Unnamed) depending if you want to add the shield to the normal Marine or the Mercenary Marine.

    5. Find Event: Events+ field and open it.

    6. Find and click the event towards the bottom of the list reading ActorCreation with a term reading ValidateUnit NoMarineShield.

    7. Change the validator reading No Marine Shield to Has Marine Shield Upgrade and click OK.

    If you do not want the extra Life continue the tutorial

    1. Go to the Upgrades tab.

    2. Find and select the Marine - Combat Shield upgrade.

    3. Select and open the Upgrades: Effects field.

    4. Under the Upgrade Effects section right click and Remove Effect for both Unit - Marine: Life Maximum and Unit - Marine: Life Starting Amount.

    Now your Marines and War Pigs will always have the Combat Shield shown with or without the Life Bonus.

    Posted in: Tutorials
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    posted a message on HELP - King of the Hill
    Quote from ScorpSCII: Go

    Definitely.

    How? Do you know of a tutorial?

    Posted in: AI Development
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    posted a message on HELP - King of the Hill

    I am looking to setup a King of the Hill style map with multiple hills. I would like to create some AI for computer players. Is it possible?

    Posted in: AI Development
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    posted a message on (Triple solved) HELP - Structure Radiates Buff to Allies

    SOLVED! I have figured it out using the Mothership Cloaking Field behavior.

    Posted in: Data
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