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    posted a message on Add behavior to (Created unit)

    @BasharTeg: Go

    OK. The entire look at my RPG is having a Veterancy that gives a point toward spending on 1 of 4 bonuses (1 point to any of the 4 attributes). Would this work as creating a behavior? I don't know how to go about doing this since I'm new to data editing.

    Posted in: Triggers
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    posted a message on Add behavior to (Created unit)

    Hero RPG Trigger:

    Strength = Hero attribute Dexterity = Hero attribute AT Strength = Auto Turret attribute (about 3/4 bonus of Strength) AT Dexterity = Auto Turret attribute (about 3/4 bonus of Dexterity)

    What I'm trying to accomplish is when a unit creates an Auto-Turret via Build Auto-Turret to count how many stacks of Strength and Dexterity the original unit (unit variable: Hero[player]) then add that stack number as AT Strength and AT Dexterity to the created unit. This trigger does NOT work.

    Posted in: Triggers
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    posted a message on Attributes increase Ability Effect

    @Kafoso: Go

    This is what I have and it doesn't work. When you said "from player (Owner of (Created unit))" isn't an option unless I passed it.

    Posted in: Triggers
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    posted a message on Attributes increase Ability Effect

    @Kafoso: Go

    Thanks! But what action would "Count the number of attribute points on your hero/caster unit and apply the behavior to the newly created unit."?

    Posted in: Triggers
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    posted a message on Question: Hero Veterancy and Attributes

    I'm trying to have a veterancy that gives a point per level to spend on an attribute bonus of one of the four attributes I have. I have a veterancy up and running but I do not know how to implement gaining a passive bonus to whichever attribute the player chooses.

    Posted in: Data
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    posted a message on Attributes increase Ability Effect

    I heard you can do these next 5 things through Triggers. How am I able to do this?

    • Strength attribute to increase health of unit produced via Build Auto Turret by 5 for each point.
    • Strength attribute to also increase damage of the unit produced via Build Auto Turret by 1 for each point.
    • Dexterity attribute to gain a 1.02 attack speed multiplier to the unit produced via Build Auto Turret for each point.
    • Dexterity attribute to also increase damage of the unit produced via Build Auto Turret by 1 for each point.
    • Wisdom attribute to increase effect of Guardian Shield by 0.5 for each point.
    Posted in: Triggers
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    posted a message on Two Veterancy and Attributes Questions

    This is for a Hero RPG map I've been working on. Each Hero has the same stats. Picking your Hero is just for looks. All Heroes begin with 300 Life, 200 Energy, 30 damage at 1.5 speed.

    • Question #1: There are 4 attributes: Strength which increases non-spell damage done by 2 and maximum health by 10, Dexterity increases non-spell damage done by 2 and multiplies attack speed by 1.02, Intelligence increases spell damage done by 5 and maximum energy by 15, and Wisdom increases regeneration of energy by 0.25 and life by 0.5 (Life regeneration has a 5 second delay), also each time the Hero levels they gain a 1.02 movement multiplier. First off, are these good numbers for an RPG with 50-100 Veterancy Levels?
    • Question #2: There are just 5 abilities: Blink, Guardian Shield, Psi Storm, Razor Swarm, and Place Auto Turret (all with different names but those are the original ability names). I'm wanting Strength to increase the damage of Place Auto Turret by 1, and it's health by 5. Dexterity multiplies Place Auto Turret attack speed by 1.01 and it's damage by 1. Intelligence already increases spell damage done by 5 (Psi Storm and Razor Swarm) so that's good and it also increase maximum energy by 15. Wisdom is also good but I'm wanting to have it increases damage reduction by 0.5 of Guardian Shield. Now, how can I go about doing this with just 1 rank of each ability and gaining a point to spend towards getting 1 attribute bonus per level?
    • Conclusion: Are those good modification numbers for attributes, and how do I go about having attributes increase characteristics of abilities?
    Posted in: Data
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    posted a message on Needing Assistance with Triggers

    @grenegg: Go

    I'd like to know but that's true. Also I was just being sarcastic like you and your gnomes.

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    @grenegg: Go

    I have one last question. When I create the hero chosen it only works if I have Ignore Placement on. Have any ideas why?

    Edit: WTF! All I did was delete several units in each corner of the map and it worked. I think I need to take this Evil Gnome to Guantanamo.

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    @grenegg: Go

    Got it working. Thanks. Took me so long to reply because after I attempted to fix it every trigger before this one broke. How? Who the fuck knows...

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    Now I'm using some logic here, and thinking-outside-of-the-box-ness-icity but would it be best if I set the Boss units somewhere out of reach in the map (let's say move them to a corner of the map where no player can see) then when the Garage is destroyed instantly move the desired Boss to the spawn location. This way I can have add another trigger (SSW) Boss dies that has the event "Unit - Boss[0] dies" because before I had a periodic event every 5 seconds but it lagged the computer out since I have like 12 of these triggers. I'm going to try that...

    Is SSW revealer 14 big? Well, I don't have a Revealer 14. I have 0, 1, and 2 which are radius of 8. I've changed all of the "All players" to "Active players". Oh, one last thing. Why are you freaking out about this?

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    @grenegg: Go

    Funny how you're saying you're unhappy because I simply said that it seems you don't know how to fix my problem. So please don't get upset over people on the internet trying to solve a problem. I never insulted you but you claim that I should use logic because I never did throughout this whole map which I'm sure a person that has zero programming experience running the Galaxy Editor without any tutorials and getting this far must have pretty fair logic. Here's what I came up with using the Debug Trigger:

    If my logic tells me correctly, and god knows it's not much, is it gives me an error but it shows zero Failed Conditions. I've never used the Debug Trigger. Also, it shows it never gets to the Unit - Kill Unit trigger.

    Edit: This is my second month, and fourth map. First was a Fastest Map, second was a TPS RPG, third was a 10% scale TPS RPG, and fourth is this one which is a Hero RPG.

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers
    Quote from grenegg: Go

    @admielke: Go

    Then use something called logic!

    Either:

    A.) It never gets to (Kill Sentry Guns[0])

    or

    B.) (Kill Sentry Guns[0]) dosn't work

    A. Put a test messedge after your wait, and try using a trigger instead of a wait.

    If you get the messedge and its trying to kill the unit, then you never set Sentry Guns[0]

    I've tried a second trigger using Periodic Event as the event, didn't work. I've tried the event Unit Dies (Boss[0]) and it doesn't work. By the way: Boss[0] is a global variable, not local. What other events could I use?

    Edit: I've thought of that logic and it brought me here. So either you know how to do this or you don't. I've also set all Sentry Guns to the specified "Sentry Gun[#]" variable. Have 12 total that will be destroyed after a specific structure is also destroyed. I've also tried using a General - Repeat forever action and adding in an If Then Else making the condition be ((Boss[0]) is alive == false) and it still does not work.

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    Sorry about the screenshots in-game. Wasn't thinking so here are the triggers.

    That is what happens when the Metal Gate is destroyed.

    That is what happens after the Garage is destroyed.

    And that is what happens after the Siege Breaker is destroyed.

    Posted in: Triggers
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    posted a message on Needing Assistance with Triggers

    Here's a screenshot step by step of what's going on.

    This is the beginning area. When you destroy the Metal Gate it gives me that error. It also will begin spawning 2 Marines at "[01] Garage" point.

    When you get to the Garage you see the Sentry Gun to the right. It is flagged as Invulnerable and will instantly kill any enemy nearby.

    After the Garage is destroy the Siege Breaker (variable - Boss[0]) spawns and as you can see the Sentry Gun is still alive. About the patrol issue is I was recently fixing another problem with triggers and I accidentally deleted the Unit - Issue Order.

    But even after the Siege Breaker is destroyed the Sentry Gun is still alive.

    Posted in: Triggers
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