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    posted a message on Show cost set by trigger on command card

    @DeProgrammer: Go

    Ok, I understand, but it isn't quite working for me. I have first the upgrade, then the two pages of abilities, then the "unit" (it's a building, not sure if that affects anything), and then the command card as seen ingame.

    Hitting the hotkey for the missing button doesn't fire the trigger either, as expected.

    http://k.min.us/idkbKK.png

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

    @DeProgrammer: Go

    Not too comfortable with anything you said there, but before I dive in and try it, you said modify the cost with an upgrade? What about the decreasing cost upon losing an expansion?

    Thanks.

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

    I have a set of triggers set up that are basically "on button pressed, if triggering player has enough minerals, remove enough minerals, upgrade triggering player unit type", (or they will be, when I've done them).

    After a bit of trouble with the buttons not showing up on the command card, which I fixed by setting them all to be submenu buttons, pointing to command card 1, I've realised I've no idea how to tell the player how much the upgrade they're looking at costs.

    I took a look at requirements, and was very confused, and kinda want to stick to triggers. Is there a way of doing this?

    (For instance, to drop a new expansion, the cost is 200+100(number of current expansions), which seems very easy with triggers, but I dunno how to show [minerals]500 on the command card when the player has 3 expansions done.)

    Thank you for your help.

    Posted in: Data
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    posted a message on Apprehensive to start

    I'm not all that of a creative person, more into the techy things, and I wanted to make some sort of minigame thingy, which isn't at all important. What is, is that I need some map to start out on.

    Figured it'd be nice to get my feet wet, and try a bit of actual mapping, as opposed to mucking about with code.

    I opened up my LibreOffice Draw thingy, (first time using that, too; it's pretty good), and got to sketching out some rough idea.

    Ended up with a design for a tiny as all hell 74*64 map, the sorts of paths I was hoping for, kinda boring, but who cares, I'm terrible at this.

    I don't know why it's quite this high a resolution, (and do mind the colouring. Just a primitive heightmapping, to show what's on different and what's on the same level), but here it is. For reference, the big square in the middle is 20*20. (Little red lines are ramps.)

    http://min.us/mvjf9p5 Or direct link to the image: http://min.us/jmnxj4.GIF

    No embedding, 'cause it's laaaarge.

    Anyway, after poking about in the editor for a bit, it seems the spaces between cliffs are enforced to be multiples of 2. There are (I think) loads of places in that little design with spaces of 5 or 7 or whatever.

    I tried pixel arting it up in paint, but that left me more confused, and more apprehensive to continue.

    If anyone could provide some advice, examples, help, or anything of the sort, it would be greatly appreciated.

    Posted in: Terrain
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