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    posted a message on Resource requirments leeway?

    I've noticed im able to build things while missing a decent amount of resource. i usually notice this when a player leaves, but im sure it happens even if a team mate hasnt left.

    I have the option to disable resource split on leave, but is there a trigger that im missing that doesn't allow you to build something if your a little short?

    Posted in: Data
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    posted a message on Showing custom resource bounty on kill

    @Stexen: Go

    ugggg i hate to say this but i really cant figure out how to get it. Actors confuse the hell out of me!

    Posted in: Data
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    posted a message on Showing custom resource bounty on kill

    @DrSuperEvil: Go

    Ok thanks il figure it out, just 1 last question. The text actor is found on its own or is it in each unit's actor that i have to add a text actor too?

    opps sorry, i just re-read what u said and that answers my question!

    Posted in: Data
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    posted a message on Showing custom resource bounty on kill

    @DrSuperEvil: Go

    How would i go about doing that? i havn't played much around with actors

    Posted in: Data
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    posted a message on Showing custom resource bounty on kill

    Before 1.5, it would show custom and terrazine resources on kill, now it only shows minerals.

    I looked to see if there was a display resource on kill tab under combat where you change the bounty, found nothing.

    Any help?

    Posted in: Data
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    posted a message on [SOLVED] Disable sound on unit creation

    I want to disable the sound that the unit makes when being created. I removed some things in the actors tabs

    Sound (birth) = set to (none)

    in actor events: removed sound on unit creation.

    This still made the unit make sounds when created. any help?

    • EDIT* figured it out, had to set the "ready" sound to (none) as well.
    Posted in: Data
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    posted a message on null

    @thechanyman: Go

    did you alter it for custom maps as well?

    Posted in: Trigger Libraries & Scripts
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    posted a message on Adding mods to maps properly?

    Whenever i try to upload a mod to a map, the tooltips and any sort of description of the unit in the mod is ruined. for example the unit's name will be button/unitname/*nameofunit*

    same goes for tooltips.

    Is there a step that i missed so this is corrected?

    Posted in: Data
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    posted a message on Sending unit to a random start location of active player?

    Im doing a work around of huge triggers that just lag my map or break the game just because im not able to figure this one out.

    What i need it to send a unit to a random start location of a player whos in game.

    Unit -> Move (triggering unt) Instantly to (Start location of player (Random integer between 1 and 7) (no blend)

    This is the only thing i can get correctly for a random spawn to start locations but i cant figure out what to set for just active players.

    Can anyone shine in?

    Posted in: Triggers
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    posted a message on Behavior applied when attacking

    @DrSuperEvil: Go

    3 seconds on the actual buff and no validators are set til i get it working.

    I am at least on the right track correct? most of linked something wrong somewhere.

    Posted in: Data
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    posted a message on Behavior applied when attacking

    @DrSuperEvil: Go

    Still nothing. :S

    Posted in: Data
  • 0

    posted a message on Behavior applied when attacking

    @DrSuperEvil: Go

    It does now... Thanks for the quick reponse, il have to check it to see if it work!

    Posted in: Data
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    posted a message on Behavior applied when attacking

    Im breaking my head over this one, it seems so ez but i just cant link it up right.

    I have a buff behavior that has a 20% chance to increases attack speed by 60% for 3 seconds on every hit.

    Then, i made an apply behavior for the buff.

    i go back to the behavior, and i edit combat response. i set chance to 0.2 and set location to attacker. Handle is set to the behavior apply for the buff.

    I then proceed to create a weapon set, i put the apply behavior buff and the attack itself together.

    Nothing is happening, i tried with chance 1 just to see. Nothing. Ive been at this stupid abilitiy for hours now. What am i doing wrong?

    Posted in: Data
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    posted a message on [SOLVED] Enchanting attacks?
    • EDIT

    Thanks guys, i got it figured out!

    Posted in: Data
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    posted a message on [SOLVED] Enchanting attacks?

    Im trying to figure out how to enchant an attack that adds x amount of damage whenever energy is at 10.

    i understand buffs, weapon search, abilities, weapon sets, apply behaviors, etc. But the only thing i came up with is an ability that uses 10 energy that hits for x damage. problem with that, is it does a seperate attack and the AI switches target,

    Pretty much enchanting an attack using energy is what i need.

    Thanks, Stexen.

    Posted in: Data
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