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    posted a message on Thread maximum

    i have quite a bit of triggers in my map, but I didn't think the limit was near. Whenever I try testing the map now, an error occurs immediately, saying too many threads. It continues with shutting off all triggers. So I have a few questions. First, is this a space problem? Second, if it is a space problem what solutions are there other than deleting triggers? Thanks!

    Posted in: Triggers
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    posted a message on Need help! player leveling system?

    You have to have the level saved onto the computer of the player. I'm not too good with this stuff, but I do know that there are some great tutorials about banks, and saving data onto computer. If you search up banks on youtube, you'll get some real good tutorials.

    Posted in: Triggers
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    posted a message on Change price on Lair and Hive

    So it's the cost of the lair and hatachery (Hatchery morph)? Or the Lair and the Hive((Lair morph)?

    Posted in: Data
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    posted a message on Change price on Lair and Hive

    A simple little question. Where do you find the price of the morph ability for the hatchery and lair. I found the ability, but I couldn't find the price. Thanks!

    Posted in: Data
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    posted a message on Upgrade that effects 1 unit only

    I have a question. How do you make an upgrade so it only effects the unit that finishes the upgrade? Thanks!

    Posted in: Data
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    posted a message on NA Map Night [Revival]

    I'm currently working on a map that we could play, and I love testing out new maps. If it gets started up again, I'd love to join.

    Posted in: General Chat
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    posted a message on Problems with upgrades

    Alright, this seriously isn't good. So I've been playing around with it, and it turns out, the upgrade works fine, except it doesn't work with the life or life maximum of any units. And now, my upgrades for my infantry, which gives 1 armor, +1 armor level, 5% life and life maximum, is screwed up. Now, the life doesn't even work on THAT upgrade! WTF IS GOING ON? I think something's wrong with my editor.

    Posted in: General Chat
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    posted a message on Problems with upgrades

    I've been trying to put a handicap adjustment system on the computers in my map, but I found that the handicap, apperently, has a maximum. So, I tried putting in a trigger, but I couldn't find what I was looking for there. So, I've resulted in upgrades. What I did was, I made an upgrade that adds each unit's life by the unit's life, so it increases as if on a handicap. The one problem I have is, when I put the upgrade into the trigger Event: map initializations Actions: set hanidcap upgrade to level 3 for player 15, it didn't work. Yet all of the other upgrades do work. I set the max level for the upgrade to be 4, and I even duplicated a working upgrade, modified it, and tried it, and it didn't work. Does anyone have a solution? Thanks!

    Posted in: General Chat
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    posted a message on Arcade Beta: Post the funniest reviews

    In my opinion, just becuase a map does not have a tutorial, and you have difficutly learning it, doesn't mean you should give it a bad rating. If you play a game twice, and don't get it, then either try to understand it before playing, play it some more, or don't play it. If you don't understand the game, then how are you supposed to rate it? Sure, you could say it's difficult to learn, but that gives you no reason to give it a low rating. Basically, when you give it a low rating becuase your confused, you're actually rating it out of rage.

    Posted in: Off-Topic
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    posted a message on Wait till upgrade is finished?

    Hello everyone. I have the same question in the data section, but it's more trigger, so I thought it belongs here. Anyways, I have a healing turret that I want to give a weapon to through an upgrade. I got it to work by doing so: Event: Any unit is issued to upgrade healing turret radius and attack Action: Pick all healing turrets in anywhere blah blah blah, and do the following action: Replace healing 1 with healing turret 1 (With attack) My question is, how do you make it so the trigger waits for the upgrade to be complete? See, this says as soon as the issue is ordered, not when it's completed. Thanks!

    Posted in: Triggers
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    posted a message on Enabling disabled weapons through upgrades

    @DrSuperEvil: Go

    The strike turret was set up the exact same way. It worked, however, becuase in the campaign, you upgraded things before you went into the next mission. For my map, you usually end up building towers, and then upgrading them. Therefore, the shrike turret system doesn't work for me.

    @fishy77: Go

    I used this idea, and it brought up another question. It works, except I can't figure out how to make it so it has to wait for the upgrade to finish. So, How do you make a trigger have to wait for an upgrade to be completed before, in my case, it replaces the old units with the new? Thanks!

    Posted in: Data
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    posted a message on Tutorial Request

    I'm sure people should be working on this already, but I'd really like to know how to use the new tabs that came with patch 1.5. They seem to be really cool, but I'm not too sure on what to do with them, or how to use them to my advantage. Thanks!

    Posted in: Tutorials
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    posted a message on Arcade Beta: Post the funniest reviews

    I saw a bunch of 1 stars for Squadron Tower Defense (One of my favorites). Their reasoning was you had to learn how to play by asking people, and since people are jerks, it's hard to learn how to play. So since people are jerks, it makes the game bad. :P Some people never seem to think before taking action.

    Posted in: Off-Topic
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    posted a message on Stupid Slow Editor

    Now that you mentioned it, my map has started to take alot longer to load each tests. For every little change, it makes the map an extra minute to load. I don't remember it doing that before the patch either.

    Posted in: General Chat
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    posted a message on Enabling disabled weapons through upgrades

    "Good news everyone!" I have a question. I have a turret that heals allies in a certain radius. So, I thought it'd be cool to give it a slow, long ranged weapon for support from the back line. I set it up so that each healing turret (There are 3) has the weapon set, but it's disanbled and hidden. When the upgrade is finished, it disables the hidden, and disables the disabling option on the weapon option. The problem that I have is, say you built a healing turret, then upgraded the weapon upgrade, the weapon appears, but it's still disabled. Here's the weird part. When you build a healing turret after you upgrade the weapon upgrade, or you upgrade the turret (Which replaces the turret to with a better healing turret), the weapon appears, and it's not disabled. How do I fix this so everything gets disabled? Thanks!

    Posted in: Data
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