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    posted a message on Give owning player minerals on death.

    As it says.  I have a unit that I want to give the owning player a mineral upon loss, but only to an enemy unit (not self or ally teamkilling).

    I was sure there was some sort of field in the data editor to just set to 1, but I can't find it.  I tried autocasting abilities with IsDead validators, they didn't work, I tried behaviours, didn't work either.

    I really REALLY don't want to do it in triggers.

    Posted in: Data
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    posted a message on Show white dotted radius circle around unit?

    I'd assume that you do it in data, but I don't know much about that.

    Why do you want to do it in triggers?

    Posted in: Triggers
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    posted a message on [Solved] Event for a unit's training building dying

    I wanna run some actions when my factory that has a siege tank in training dies, but only if it was training a siege tank.  Anyone know of some cool events I could use?

    Posted in: Triggers
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    posted a message on increase costs for a unit for a player

    @DeProgrammer:

    Hahaha, hello Playless.  I have a feeling we're making the same map.  ¦3

    Posted in: Triggers
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    posted a message on Spawned building is created off-center.

    @b0ne123:

    I'm not entirely certain what you're on about, but the regions are 8 by 8.  With the bunker being 2 by 2, there should be 3 hexes of space on all sides of the bunker, to the edge of the region.

    Posted in: Triggers
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    posted a message on Spawned building is created off-center.

    I have a viking fly out to a point and land, then turn into a bunker, through triggers.  I take control of the viking, rally it to the point it's meant to transform, and queue it up to land.  This fires another trigger on Unit - Any Unit uses Viking - Assault Mode at Generic6 - Complete stage (ignoring shared abilities), which does some stuff.  It all works, but the bunker it changes into is massively off-center, towards the bottom-right.

    The action I'm using to spawn the bunker is "Create 1 Bunker for player (Owner of (Triggering unit)) at (Position of (Triggering unit)) using default facing (No Options)".  The triggering unit is the viking.

    I can also use "at (Center of regions[i])", i being the integer I'm using to iterate over the list of regions in regions, one of which I sent the viking to land dead center of, the same point returned by Center of regions[i].  This yields the same result.

    Being an idiot at the data editor, I've edited the size of the bunker to 2*2, by finding it in units, clicking the "footprint 3*3" thing in the treeview, and changing it to 2*2.  I don't know if this is affecting anything.

    Thank you for your time.

    Posted in: Triggers
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    posted a message on Siege tank damage effects

    @Kueken531:

    Oh wow, how did I not get that?  Thank you very much.  >_<

    Posted in: Data
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    posted a message on Siege tank damage effects

    @Kueken531:

    I did enable Liberty story, as I'm trying to use shrike turrets (can't quite figure out how to morph existing bunkers into shrike bunkers at the moment, either, but I haven't looked at it too hard), but the only targets will be marines, tanks, and 2*2 bunkers, so am I good to just use blast?

    Posted in: Data
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    posted a message on Siege tank damage effects

    I'm trying to change how effective siege tanks are, but when sieged, the thing has 6 (+1 greyed out) damage effects. Do I need to change all of them to change the damage of the tank? If so, by how much, as they're all different. If not, which one is the money one? I'm assuming the reason for the numerousness is due to splash.

    Apologies for the noobish question.

    Posted in: Data
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    posted a message on Miscellaneous things I can't work out

    Haha, oh god you can't loop in the opening conditional.  This is getting very spaghetti.

    I'ma take a nap, then come back to this tomorrow, shake my head for a good 20 minutes, then give up and Ctrl+N.

    Thanks for your help.

    Posted in: Triggers
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    posted a message on Miscellaneous things I can't work out

    @DeProgrammer:

    it's half 3 in the morning, so I'll look at that map tomorrow, but for now, something simple; I'm trying to do something like "if (triggering region) doesn't contain structure", where structure is always gonna be of one type, and a member of a unit group, but I can't get my head round translating to these comparison only statements.

    @BasharTeg:

    I can't find this "if ... is in [region]".

    Posted in: Triggers
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    posted a message on Miscellaneous things I can't work out

    This is gonna be a bit of a mealy post, but I can't figure out how to:

    -refer to any unit belonging to a certain group entering a region
    -pass values (byval or byref)
    -get the second closest region to a point

    And one I can't explain in one sentence; I have a grid of regions, each may or may not contain a structure, that would be in a slot of a unit group array.  I wanna "pick" each structure in said unit group, and spawn a unit somewhere in the same region as the structure.  I also need to roll a dice to see if the unit should be spawned, so I need to call another trigger, and I don't know how to pass it the aforementioned region (that I can't get), without global variables, which feel very icky.

    Posted in: Triggers
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    posted a message on Show cost set by trigger on command card

    @DeProgrammer:

    That sounds very likely.  I accidentally closed it, though, and am now on an earlier version.

    Posted in: Data
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    posted a message on Show cost set by trigger on command card

    @DeProgrammer

    ^--  Edited my post while you were posting, sorry.

    Posted in: Data
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    posted a message on Show cost set by trigger on command card

    @DeProgrammer: Go

    That dropdown is empty. Nothing to select in it.

    EDIT: As soon as I said that, it appeared. Quest que f*ck?

    EDIT2: Ok, now the cost isn't increasing more than once.

    Posted in: Data
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