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    posted a message on Recruitment for Immortal project

    @yukaboy: Go

    I'm game! For beta-testing, that is, I don't have time for anything else (;

    EDIT: Oh, you're NA. Damn :D

    Posted in: Team Recruitment
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    posted a message on (Solved) Mutalisks - 'stacking'?

    @peranzormal: Go

    I merely set the radius to 0 for all units - that did what i wanted it to do. Thanks for the help though (;

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @DrSuperEvil: Go

    Well, I've basically fixed it by doing all new buttons - that worked. I'm pretty sure that the reason why the buttons didn't work was that i copied and pasted a single button like 35 times, and that led to some problems.

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @Neonsz: Go

    Creating a new button works. With the same abilities. Can it have something to do with the fact that i just copied and pasted a single button, and that it somehow bugs?

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @Wc3SRui: Go

    No, because the button to the right is a working button with the EXACT same setup. No ability command either

    Posted in: Data
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    posted a message on (Solved) Mutalisks - 'stacking'?

    Mutalisks can 'stack' when they have a destination, and then they spread out when they don't. Where is this hidden, and can you guys tell me how, if it is at all possible, to do the same thing on a ground unit?

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @Wc3SRui: Go

    Taking a screenshot always solves my problems (;

    -Doing it now

    EDIT:

    Button: http://imageshack.us/photo/my-images/32/dassd.png/

    Ability activated by button. http://imageshack.us/photo/my-images/267/21388165.png/

    Commandcard: (Zealot-button to the left works, to the right doesn't. Exact same setup.) http://imageshack.us/photo/my-images/836/94935652.png/

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @DrSuperEvil: Go

    Well, no. The ability is in data, but it doesn't do anything itself. It activates a trigger though. This doesn't have anything to do with the buttons not showing up

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    @DrSuperEvil: Go

    The button is linked to the exact same ability as the one that works is. It's a dummy ability that activates an effect that does nothing at all. The ability's effect itself is done through triggers. This doesn't explain how two buttons that are virtually the same and are set up the same way, with the same abilities linked, doesn't work the same. There is NO difference whatsoever in the buttons, except for their names - same icons. This leads me to believe that the ability is the problem, or even the effect. But then again - the ability works on the other button.

    There are no requirements on the ability

    Posted in: Data
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    posted a message on (Solved) Buttons won't show up

    I've been doing some buttons, but they won't show up. The weird thing, IMO, is that I have two of the almost exact same buttons - one works, the other doesn't. The only thing that is different about the two are the names. One of them won't show up though. I have a score of buttons that just leaves the commandcard blank, and I have no idea what's wrong with them?

    Is there any apparent reason that some buttons won't show up, while others will?

    Posted in: Data
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    posted a message on Create unit at point via ability
    Quote from Zolstice: Go

    @Neonsz: Go

    Don't set it as Generic1 - Any. It will spawn a Zealot for each ability phase =P

    Use the Effect Finish, Channel, Cast; events. or the Generic1 Complete. Just not 'Any'.

    Thanks (;

    Posted in: Triggers
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    posted a message on Create unit at point via ability

    Trigger is set up like this:

    Event:

    Unit - Gateway [33.50, 83.50] uses Zealotspawn at Generic1 - Any stage (Ignore shared abilities)

    Action:

    Unit - Create 1 Zealot for player 1 at Team 1 spawn 1 using default facing (No Options)

    Unit - Create 1 Zealot for player 1 at Team 1 spawn 2 using default facing (No Options)

    Zealotspawn is an ability that activated the dummy effect, that does nothing. Still, it spawns 7 zealots. The trigger is run 7 times, for some reason.

    Here's the debug

    00:00:00.00 Running gt_MeleeInitialization_Func (Event: Map Initialization)

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, -3))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 0))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 1))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 2))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 3))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, 4))

    00:00:03.44 Running gt_Zealottrainedplayer1_Func (Event: Unit Ability (Gateway, ZealotspawnITY, -6))

    Does it have anything to do with the 'Generic1'?

    Posted in: Triggers
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    posted a message on Create unit at point via ability

    @TheAlmaity: Go

    Thanks, I'll try it out

    Posted in: Triggers
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    posted a message on Create unit at point via ability

    What is the easiest way to spawn a unit at a point when an ability is activated?

    Example: I click on a gateway and activate the ability 'spawn stalker'. A stalker then appears at point 'Player spawns units'.

    Thanks! (;

    Posted in: Triggers
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    posted a message on Forming a team(No longer recruiting)

    @Taintedwisp: Go

    Cool, why don't you send a PM to all the guys that are on the team as of yet (; So we can communicate

    Btw, poll's fucked up.

    Posted in: Team Recruitment
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