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    posted a message on You can't remove units from unit groups?

    @Skittles17: Go

    That is correct if the variable is global. Probably there is an error in other place.

    How do you check that some units are missing from this group?

    Posted in: Triggers
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    posted a message on How ot make Fungal Growth work on all units?

    Take a look at the search effect from Fungal Growth. It must have an exclude filter with allies/self excluded or something like that.

    Posted in: Data
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    posted a message on Units lose aggro(solved)

    @COldfusionstorm: Go

    Probably you are calling this only once, so they only kill one unit. The range is not because of your trigger, is normal range aggro probably.

    We need to see the event and conditions like Flirer said.

    Posted in: Data
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    posted a message on Removing Tooltips

    @obliviron: Go

    The tooltips are in the buttons. Search them and delete the description.

    Posted in: Miscellaneous Development
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    posted a message on IF Statement Issues

    @Zurom: Go

    I don't think exclusive OR exists in the editor, so you can try this condition:

    OR
    -AND
    --OR
    ----Unit from Player 1 in Region == true
    ----Unit from Player 2 in Region == true
    ----Unit from Player 3 in Region == true
    --OR
    ----Unit from Player 4 in Region == false
    ----Unit from Player 5 in Region == false
    ----Unit from Player 6 in Region == false
    -AND
    --OR
    ----Unit from Player 1 in Region == false
    ----Unit from Player 2 in Region == false
    ----Unit from Player 3 in Region == false
    --OR
    ----Unit from Player 4 in Region == true
    ----Unit from Player 5 in Region == true
    ----Unit from Player 6 in Region == true
    
    Posted in: Triggers
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    posted a message on Anyone wanna help me testing Xel'naga Relics today?

    @zenx1: Go

    Thanks for you help testing, was fun.

    The reward is reputation, minerals and xp. Probably will add that info to the quest text.

    I'll change the medic threat, with some heroes is pretty hard to keep them alive unless you have 2. Right now they have absolute priority from almost all enemies.

    The air quest for melee units are doable usually, all units have a antiair skill at level 4, and a couple marines can kill the Mutalisk. What I wanna do for that kind of quest that the units go after you, is that fails when they kill you once, so they don't gank you on the spawning point.

    Edit: when you need to test some stuff on your map be sure to call me if I'm online.

    Posted in: Project Workplace
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    posted a message on Custom Help Box

    @Graagh56: Go

    I also need help with this. I changed the Default Settings too, but nothing.

    Posted in: Data
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    posted a message on Spider mine and burrow.

    @Araxnid: Go

    Sorry, is not Vulture - Spider Mine (burrowed) is the skill Vulture - Burrow Spider Mine.

    See the atachment, but is in Spanish.

    Posted in: Data
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    posted a message on Spider mine and burrow.

    @Araxnid: Go

    I'm now home, I found how to do this.

    Search Vulture - Burrow Spider Mine

    Double click on Stats - Info.

    Double click on Vulture - Spider Mine (burrowed).

    Change all the cooldown values to 0.

    Posted in: Data
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    posted a message on Ghost shooting animation for a custom ability

    @coronbale: Go

    I'm at work and I can't help you with this. Must be an actor... don't know why you can't find it.

    You can always duplicate the Snipe skill (check all actors), and then rename it, and change the effect to your apply behaviour effect. Probably will work if you can't sort out other way.

    Posted in: Data
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    posted a message on [Data] Making Ability Charges Regenerate Over Time Correctly

    @Xackery: Go

    Yeah, charge skill with multiple levels work pretty bizarre. I had to discard one of my hero skills because of that.

    For example if you increase the maximum count in any level of the skill, it will give you infinite charges, and stuff like that.

    Posted in: Tutorials
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    posted a message on Condition check : member of group?

    @AtlasRedux: Go

    Player in Player Group (Triggering Player, Active Players) == true

    Posted in: Triggers
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    posted a message on [Graph] Battle.net Popularity

    Yeah, the popularity system is like a snake biting its own tail.

    They need to change it, but I think they already know that.

    My map for example is a 8 players 30 minute game. Don't really care if is in the first page or not, I'm making it for fun, but with the actual system is almost impossible that someone just FINDS my map to play. They must search for the name of the map, so the chances to someone to play are pretty close to zero. Thinking that the chances a random person will see your map in the list (don't talk about playing it) are close to zero is pretty discouraging.

    Posted in: General Chat
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    posted a message on Bleed behavior

    @coronbale: Go

    Yeah, the behavior are called by effects. But the behavior can also call other effects, at the start of the behaviour, at the end, and periodically.

    The behavior is something permanent, doesn't really do periodic stuff, except for calling other effect (that can do whatever you want).

    Posted in: Data
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