ive been working on a upgrades that repeats. protoss ground weapons lvl 1 to start with. as it repeats the price increases. this works however when they queued protoss ground weapons the queues are all the same price, instead of being increased. i figure the easy and most sensible way to fix this problem is to get the upgrade to disappeared while being queued. however im a noob at such thing. i assume what i need is in requirements, can someone submit the requirement node structure i need? maybe even break it down?
@vexal: i'm a programmer at college. i'm new to data editor but the triggers and the galaxy code i understand a lot of. i'm still trying to figure out the data editor. please, by all means submit a tutorial on how to do it, i would gladly change it.
@thealmaity: took me a second but i think i understand. its kinda elaborate especial with 20 buttons. i will keep what u say in mind for future projects.
added custom hero observer to protoss shield lvl 1 affected unit array.
effect + added 2 entries one for shield armor +3 and one for shield level +1
click ok
re-enter effect +
there is no hero observer unit upgrades present.
repeat above with custom hero carrier, custom hero mother ship.
these same steps (atleast i think im doing them right) work perfect for other custom heros.
@vexal: wouldn't the price of the upgrade be the non-local check? before trigger runs it checks global variable for the proper amount?
@kueken: i've tried to spam click it when i have lag and when other people have lag and when battle net lags. i get maybe 1-2 false upgrades as i break my mouse buttons.
i add existing upgrades (like infantry armor) to heros and it works just fine, but then i come to protoss shield. i added then units to the affected array then i add the upgrades for the heros shields and click ok. but they are gone! they have disappeared and ive done it over and over and everything i click ok, they are gone. its weird cause the others are working.
is this a known editor bug? or am i missing something?
its a upgrade button that spends points for armor upgrade. its not suppose to deactivate and it cant easy check for too many upgrades.the first 3-4 lines of code calculates and raises the price. the next lines of code sets the player's variable data and gives the upgrade.
they are managing to do it before the price raise... i could i guess do it in the first line of code, but will it really make a difference?
short hand code.
event:dialog button is used
variable: x placeholder
variable: price
condition: if dialog button=x
action:
set x placeholder*globalvariableupgrade[triggeringplayer]
set x* 1.5
if x<= points[triggeringplayer]
then modify globalvvariableupgrade[triggeringplayer]+1
give upgrades and adjust more variables.
else
you dont have enough.
its the 4th line of code. and ya with units u can check overstock but this i don't think you can without doing something massively elaborate?
on a positive note, i got the player name and reported him for cheating. at most players can get 50, i got 80 once trying very hard at the end. but he got 99 in the beginning.
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i cant figure it out, it keeps saying "No Call Down Available" the only difference between this nuke and a regular nuke is dmg cost is changed.
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ok im tyring to make a phoenix behave like a marines with line of sight.
Doesnt work: collision, mover, plane array, hight.
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trying the footprints it only blocks ground not air?
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ok so now that we got this working there might be somthing else u can help with
http://forums.sc2mapster.com/development/data/20523-line-of-sight-block/
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is is a continuation of http://forums.sc2mapster.com/development/data/20512-need-to-kill-all-missles-nearby-a-unit/#p4
now i want these units to block sight line of sight for all units (including air)
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but doesn't that only attack some things not all? it also looks like a weapon?
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i need a passive ability that always kills all lasers and missiles that past near a unit.
i m extremely noob in data. and learning is slow. i will gladly refer to documents relating to what i want i am capable of learning.
please help
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abilities have multiple levels and are attached to a specific learn ability,
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bump
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ive been working on a upgrades that repeats. protoss ground weapons lvl 1 to start with. as it repeats the price increases. this works however when they queued protoss ground weapons the queues are all the same price, instead of being increased. i figure the easy and most sensible way to fix this problem is to get the upgrade to disappeared while being queued. however im a noob at such thing. i assume what i need is in requirements, can someone submit the requirement node structure i need? maybe even break it down?
0
@vexal: i'm a programmer at college. i'm new to data editor but the triggers and the galaxy code i understand a lot of. i'm still trying to figure out the data editor. please, by all means submit a tutorial on how to do it, i would gladly change it.
@thealmaity: took me a second but i think i understand. its kinda elaborate especial with 20 buttons. i will keep what u say in mind for future projects.
0
ok,
added custom hero observer to protoss shield lvl 1 affected unit array. effect + added 2 entries one for shield armor +3 and one for shield level +1 click ok re-enter effect + there is no hero observer unit upgrades present. repeat above with custom hero carrier, custom hero mother ship.
these same steps (atleast i think im doing them right) work perfect for other custom heros.
0
@vexal: wouldn't the price of the upgrade be the non-local check? before trigger runs it checks global variable for the proper amount?
@kueken: i've tried to spam click it when i have lag and when other people have lag and when battle net lags. i get maybe 1-2 false upgrades as i break my mouse buttons.
0
ive done this 10-20 times today.
i add existing upgrades (like infantry armor) to heros and it works just fine, but then i come to protoss shield. i added then units to the affected array then i add the upgrades for the heros shields and click ok. but they are gone! they have disappeared and ive done it over and over and everything i click ok, they are gone. its weird cause the others are working.
is this a known editor bug? or am i missing something?
0
its a upgrade button that spends points for armor upgrade. its not suppose to deactivate and it cant easy check for too many upgrades.the first 3-4 lines of code calculates and raises the price. the next lines of code sets the player's variable data and gives the upgrade.
they are managing to do it before the price raise... i could i guess do it in the first line of code, but will it really make a difference?
short hand code.
event:dialog button is used variable: x placeholder variable: price condition: if dialog button=x action: set x placeholder*globalvariableupgrade[triggeringplayer] set x* 1.5 if x<= points[triggeringplayer] then modify globalvvariableupgrade[triggeringplayer]+1 give upgrades and adjust more variables. else you dont have enough.
its the 4th line of code. and ya with units u can check overstock but this i don't think you can without doing something massively elaborate?
on a positive note, i got the player name and reported him for cheating. at most players can get 50, i got 80 once trying very hard at the end. but he got 99 in the beginning.