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    posted a message on Game Lobby Auto Start

    Hey guys, I am currently working on a newer rpg map and was wondering if its possible to stop the Auto start in Game lobby? I didn't know if this was disabled for sure but I thought there was a way to change this in the past. I couldn't find any good answers any info would help a lot! thanks!

    -demon

    Posted in: Data
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    posted a message on Life gained on damage dealt Ability Problem

    Is there a way to hide leveling up an ability while the ability is active on a unit? I have a behavior ability that lasts 15 seconds that gives the user life drain on damage dealt. But If I activate it and learn it more it causes a glitch in the ability. Anyone have this problem with life drain on damage dealt before? let me know if you know how to fix this problem

    Posted in: Data
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    posted a message on Player leaves game Question

    When using the Event - Player leaves game, do I need to use the Action - Player group - Pick each player in (variable group) before I try to Remove Triggering Player from (variable group)? Or will it work without using a Pick Each player action. I am trying to remove the player from my variable player group whenever they exit the game, so the game can check the amount of current players before running triggers.

    Posted in: Triggers
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    posted a message on Enabling Terrazine Usage

    I believe that Terrazine broke for us around the same time HOTS came out. I had terrazine working for a while then when the expansion came it suddenly stayed at 0 even when you add one through triggers. I've tried enabling through triggers/race(data) and nothing happens. I had to switch over to custom resources as well. But I would like to have a 4th resource again..

    Posted in: Data
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    posted a message on Health Bar (Shields + Life) Help

    I am currently working on a Health bar dialog for all players to see at the top left corner of the screen. I can see how to make this work for Heroes with life, but I need it to combine the Shields and Life for a total percentage on the bar. I've tried adding the Life Percentage and Shield percentage and the bar is too big for the Dialog box and doesn't go down until the life starts getting damaged, ending with a small portion of a bar left by the time I die. Can anyone show me how to make this work for Shields + Life (protoss units)

    Thanks

    -demon

    Unit - Any Unit Life changes

    Local Variables Conditions Actions

    Dialog - Set Unit Bar Health Bar size to ((/ ((* (280, (Integer(((Triggering unit) Life (Percent) (Current)))))), 100)), (Height of Unit Bar Health Bar for (Owner of (Triggering unit)))) for (Player group((Owner of (Triggering unit))))

    Posted in: Triggers
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    posted a message on Shop item, need help

    I still have this problem in my map, Im curious of what the Target filter problem was MrZ3ro is referring too.

    Posted in: Miscellaneous Development
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    posted a message on Game Speed stuck in Very fast? (Problem)

    Ok guys, a couple months ago I noticed my map running in a very fast game speed. Even if I set it to normal or any fast nothing seems to change it. I don't know what caused it. When it started a while back, I assumed it could be a bnet bug and it was temporary. Then I assumed its ok because most people like fast mapping anyways. But lately, I would really like to get it back to be able to changed game speeds. It might even be going faster than very fast.. if that is possible. I think its causing people lag and performance problems. I tried messing with the Game Speed setting, Its set to where you can pick normal or fast. I took faster and very fast off completely. But nothing changes it. Has anyone ever had this game speed bug problem? If so what should I check to possibly fix it? Any other way that I could accidently change the game speed? I'm stumped lately. If you have had this problem or similar or know some info that may help please respond or PM me if you want. Many thanks.

    -Demon

    Posted in: Data
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    posted a message on Hero loading trigger questions

    Player Loading
        Events
            Dialog - Any Dialog Item is used by Player 1 with event type Clicked
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Load Button
                Then
                    Bank - Preload and synchronize bank "deadlandshero" for player 1
                    Player Group - Pick each player in (Active Players) and do (Actions)
                        Actions
                            Bank - Open bank "deadlandshero" for player 1
                            Bank - Set Option Signature for Bank (Last opened bank) to Enable
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                        (Player (Triggering player) Supplies Used) == 0
                        Player Viewing[(Triggering player)] == 0
                        (Bank (Last opened bank) has "atunit" in section "player") == True
                             Then
                                   
    Bank - Restore "atunit" of section "player" from bank (Last opened bank) for player 1 at Hero Load facing 0.0
    UI - Show game UI for (Player group((Triggering player)))
           General - If (Conditions) then do (Actions) else do (Actions)
                    If
              (Bank (Last opened bank) has "exp" in section "player") == True
                 Then
     Unit - Set Hero Units[(Triggering player)] Experience to (Real((Load "exp" of section "player" from bank (Last opened bank) as integer value)))
     General - Wait 2.0 Game Time seconds
     UI - Clear All Messages for (Player group((Triggering player)))
     Visibility - Create a visibility revealer for player (Triggering player) within Outpost

    This is a cleaned up example for player 1's loading trigger, i took out some of the camera and dialog actions so its not so cluttered, theres more If then Else actions after this one, that load the other heroes. Player 2,3,4 triggers are like this one.

    Posted in: Triggers
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    posted a message on Hero loading trigger questions

    Hey everyone,

    Can anyone tell me if preloading banks for each player is necessary for an rpg that saves mutiple heroes. Also if so does it need to be done in the melee init trigger? If you load your heroes with a button clicking trigger and each player from 1-4 has their own loading trigger, what would make the game some times swap the players bank saves. Example: Player 1 loads player 3s bank file or player 2 loads player 4s heroes. Some times the game loads ok, but when 4 players try to go in theres a strange bank swapping type bug that happens often. Any info will be much appreciated.

    demon

    Posted in: Triggers
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    posted a message on How to make a turret and weapon work simultaneously

    I want to make a turret ability for my heroes that auto-attacks nearby enemies, but still allows the hero to use his original attack. Is there a way to do this, I've tried to add them both but he will only use 1 type of weapon at a time. any info will be appreciated, demon

    Posted in: Data
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    posted a message on Auto-attack for heroes stopped

    Hey guys, can anyone tell me a few things that affect your heroes auto-attack when an enemy comes in range function. I noticed a few of my heroes are not attacking nearby enemy units unless the enemy attacks them first. I have upped their sight radius and their attack range on some of them, but they seem to be lazy about killing unless they get hit first. Any insight will be helpful. Thanks

    -demon

    Posted in: Data
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    posted a message on Strange camera bug that happens between players 1 and 2.

    Hey guys, Can anyone please give me any insight on what I might be able to do about this camera bug that happens. I have teleporters on the ground that you can step on and you are transferred to a different location, and the camera is automatically panned with it. Sometimes in the middle of a game player 2 makes player 1s camera pan with it causing alot of problems. Player 3 and 4 have no affect on player 1 though.. heres the trigger for teleporting:

    Events Unit- Hero Units[(Triggering player)] Enters Arena Entrance

    Actions

    General - Wait 1 game time seconds

    Unit - Move (Triggering unit) instantly to Arena Entered (No blend)

    Camera - Apply Arena Cam for player (Triggering player) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target

    Camera - Lock camera input for player (Triggering player)

    I don't think it happens at first, Its like some kind of bug or glitch happens during the game and suddenly my camera starts moving with his. Let me know if you know how to solve this problem.

    demon

    Posted in: Triggers
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    posted a message on Hearthstone Inventory Item

    Hey everyone,

    I want to put Artanis Wormhole Transit ability on an inventory item like the hearthstone from Wow. Left clicking and select target/point for teleporting. If anyone has experience in making an item that uses an ability like wormhole transit can you please give me some info on that. thanks Demon

    Posted in: Data
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    posted a message on Is there a way to make a spot on the ground unable to drop items?

    I am currently making teleporters and regions on the ground that transfer units to other locations. Is there a way to make the teleporters ground unable to have items dropped on it. Or make it where items wont be teleported in it. Thanks

    -demon

    Posted in: Terrain
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    posted a message on Ghost stopped aiming for Snipe

    Somewhere along the lines of me tampering with the snipe ability or the actor/unit. My ghost hero decided to stop aiming his rifle when he is attempting to use his snipe ability. He just holds it, it goes off in the air, but magically goes towards the target hitting it. Can someone tell me what actor/model settings I need to look under to add his Sniper Aim back to the ability. Thanks

    -demon

    Posted in: Data
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