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    posted a message on Change bank name on all players' banks without wiping data?

    you can check, if bank "VexalTowerDefense" exists ("Bank Exists" condition). if specified bank exists, you should only read data from it, save it in the other bank and delete the first ("Remove Bank").

    I'm not sure about that solution, because i work with banks since last week... but you can try it.

    Posted in: Triggers
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    posted a message on [bank] encryption of Unit type variable

    i think you did not understand me well... i meant: i save unit data by action "Store unit" (or however it is named - from the "bank" section) and i wanna know, if i can encrypt the data i save, or i need to split unit data into parts like strings or integers). by the way: storing data, which may contain content that can seriously change gameplay, without encryption is not a good idea... storing in arrays with changed order only (without encryption) is not acceptable...

    anyway, thanks for your response :)

    Posted in: Triggers
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    posted a message on [bank] encryption of Unit type variable

    is it possible to encrypt a Unit type vatiable? i found something like "Starcode", but it stores only Integer values... maybe should i save only chosen values of my unit and enrypt these walues?

    Posted in: Triggers
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    posted a message on war pig attack animation when using "sniper" ability (ghost)

    Animation Play works perfectly! :D thanks!

    Posted in: Data
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    posted a message on war pig attack animation when using "sniper" ability (ghost)

    i have problem with forcing war pig to play "attack" animation when using ghosts "sniper" ability. i tried to add events for War Pig actor (KelMorianMiner (Unnamed)): Abil.Snipe.SourceCastStart: (Action) AnimBracketStart Attack Attack Abil.Snipe.SourceCastStop: (Action) AnimBracketStop Attack

    but nothing happens. units stands as like it is not shooting...

    anyone knows how to fix that?

    Posted in: Data
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    posted a message on how to make nuke don't need to be armed?

    how can i turn off nuke's requirement of armed ghost academy? i want to make ghost to be capable of using nukes anytime he wants to...

    second question - how to remove nuke counter from nuke's button?

    Posted in: Data
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    posted a message on How to create button with icon/image?

    if you have seen Star Battle map and played it - you saw that on the beginning players can choose one of a number of ships. there is a dialog box with buttons, which have images (large icons) on them. how to create such a button?

    Posted in: Triggers
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    posted a message on disabling/enabling weapon by upgrade

    is there a possibility of disabling or enabling unit's weapon by researching upgrade? i tried to set the "Disabled" option by an upgrade to true if it is not already disabled, but nothing happens... i made an upgrade like this:

    An Upgrade:

    upgrade effects:

    • Weapon - Marine - C-14 Gauss Rifle: Options [Option=Disabled] - Set to: Enabled i don't know i translated that well

    Any ideas of how to make that thing work?

    Setting other options works ok (for example: if i set Hidden to true by an upgrade, it will be hidden)

    Posted in: Data
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    posted a message on global suicide - how make that thing work?

    i set the trigger as you have written in the first reply. the units i have tested that trigger on are hydralisks. they surely have attack ability :D

    i tried to order them to attack without checking if they are idle by event. i check that by action:

    Events

    • Counter - Used time: 2.0 Game time s i don't know i have translated that well - i think it can be replaced even by Map initialization

    Local variables

    • CurrentUnit: no unit <unit>

    Actions

    • Do (actions) for every unit CurrentUnit in (Idle Units for player 14)
      • Order CurrentUnit (Attack targeting (Closest unit to (Position of CurrentUnit) in (Units in (Entire Map), with alliance Enemy to player 14 matching Excluded: Missile, Dead, Hidden (maximum of Any Amount)))) (Replace current orders)

    Now it works well. Thanks for help :D

    Posted in: Triggers
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    posted a message on global suicide - how make that thing work?

    i didn't find action specified by you (maybe, because i use localized editor). i found something similar, but nothing happens when i run the map.

    Order (Triggering Unit) (Attack targeting (Closest unit to (Position of (Triggering Unit)) in (Units in (Entire Map), with alliance Enemy to player 14 matching Excluded: Missile, Dead, Hidden (maximum of Any Amount)))) (Replace current orders)

    Posted in: Triggers
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    posted a message on global suicide - how make that thing work?

    i want all units owned by player 14 to seek and attack all units owned by players 1, 2, 3 and 4. i thought i can use "AI Global Suicide" action, but units which (as i thought) should seek and attack their enemy did nothing. nothing happened. units were standing where they were created. how can i force units to seek and attack enemy units?

    Posted in: Triggers
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    posted a message on Jungle Deathmatch (EU) - need feedback and testers

    I made a map called Jungle Deathmatch. It is available in EU.

    In this map you command a marine, which can be upgraded. You can research special abilities depending on character class you choose. There are 3 character classes now. Each class has 2 active special abilities (which should be researched first) and some passive abilities (for example: Energy Burner, which drains enemy energy when your marine is attacking with his Gauss Gun).

    The map is designed for 12 players, but any number of players can play.

    There are 6 game modes:

    • Deathmatch with no teams
    • Deathmatch with teams designed by users after the game begins
    • Team deathmatch - 2 teams
    • Team deathmatch - 3 teams
    • Team deathmatch - 4 teams
    • Team deathmatch - 6 teams

    What i want to add in near future? Now, i think it would be good to add vote system to set the number of kills to win. There is no "team score" now, but it will be added.

    Map name: Jungle Deathmatch, Max players: 12

    If you are interested in testing my map, reply to this thread. When we will get > 5 players, we will launch some tests.

    Posted in: Map Feedback
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