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    posted a message on Is possible to give additional skill points to a hero?

    I have a Hero that gains 1 skill point each level. I wanna give him an additional one when he hits level 10 (and probably when something happens ingame too).

    There is any way to do this?

    Posted in: Data
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    posted a message on Teleport effect with a footprint

    Try to do it by triggers.

    When someone uses that skills, use a move unit to the skill target position. You'll need to call the effects too, probably, but you can link them to a behaviour and apply that behaviour in the trigger, or other workaround.

    Posted in: Data
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    posted a message on Remove UI leave the hotkeys

    @Paranoiks: Go

    I'll use triggers probably. I had to do something like that for an skill I wanted to be usable when the unit is incapacited.

    Posted in: Miscellaneous Development
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    posted a message on Teleport effect with damage

    I also did a similar skill, I had some problems with the teleport part too (mine was a teleport to unit). The configuration for the Teleport effect is pretty hard to understand with the Spanish translation. I don't remember what was the problem exactly, try to play a little with the data stuff looking at the Blink skill.

    Posted in: Data
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    posted a message on [Data] Removing specific behaviours from a unit

    I have a hero with an skill like that, mirroring the Cloak of Shadows skill from WoW.

    I had to use triggers. When any unit uses the skill "Name of the Skill", remove X behaviour from the activator unit.

    What was pretty hard was making the skill usable while stunned or incapacited >.<

    Posted in: Miscellaneous Development
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    posted a message on [Tirgger]my spawn not working

    @Black7zero: Go

    Are you sure Number of Players really has the correct number of players?

    Try to send a message text just before that IF with the Number of Players...

    Posted in: Miscellaneous Development
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    posted a message on [Tirgger]my spawn not working

    @Black7zero: Go

    Explain a bit what you wanna do with that code, and what effect you get ingame.

    Are you sure that with Number of Player == 1 you don't want any spawn?

    The condition for the event seems extrange, you'll spawn a boss for each unit that enters that region.

    Posted in: Miscellaneous Development
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    posted a message on Ability Level Validator?

    I couldn't find a way, so I used triggers directly. Probably you don't need to do much stuff in the data editor with requires a validator like this (multiple effects/costs can cover much).

    Posted in: Data
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    posted a message on Beast's Anime Recommendations

    I'll recommend you all 3 anime:

    -Monster: a great thriller. Probably one of the few animes at the same quality level of the manga. And the manga is a beast.

    -Great Teacher Onizuka: Comedy. The manga is better, but the anime and the drama are must-see, imho.

    -Hikaru no Go: how can someone do an anime about Go and make people how doesn't know how to play see it? See a few chapters of Hikaru no Go and you'll addicted, I promise :P

    Posted in: Off-Topic
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    posted a message on Picking random points for each player?

    @piepgras: Go

    Probably isn't hard, but I don't know all the details.

    For example, if you reset the boolean array at the start, you can put all that code inside a While

    While

    (put a condition if you wanna it to stop... leave it alone if will last all the game)

    ALL THE CODE HERE WITH A RESET OF THE BOOLEAN TO FALSE

    General - Wait 60 seconds of real/game time.

    (End while)

    That will repeat that code each minute.

    Posted in: Triggers
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    posted a message on Custom Live Tournament: Nexus Wars

    From the link:

    Hi everyone, this is Isospeedrix and I will be (hopefully) creating a community for Nexus Wars and handling suggestions and changelogs. As most of you know, Nexus Wars was created by Lilman, and is one of the most popular maps in SC2 beta. I work with Lilman personally and he has decided to minimize dealing with forums and public affairs in favor of focusing on map design. Lets hope Nexus Wars will continue to thrive in SC2 retail!

    Probably someone will have to talk to Isospeedrix...

    Edit:

    Also says:

    I have received requests/complaints that Nexus Wars cannot be ported onto EU/SEA servers. Because the way battle.net is set up, each game is locked to its own region. Unfortunately we have no solution to this yet, so for now Nexus Wars can only be played on US servers. Please let me know here if you have a solution to this.

    Posted in: General Chat
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    posted a message on Custom Live Tournament: Nexus Wars

    @b0ne123: Go

    Who is updating the EU version for lilman?

    Is pretty hard to find a Nexus Wars to-date in Europe :(

    Posted in: General Chat
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    posted a message on is this possible

    @xrit: Go

    Are you sure that having all the abilities on the command card pre-start with some requirements or validators doesn't work for what you wanna accomplish?

    Posted in: Galaxy Scripting
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    posted a message on Picking random points for each player?

    @piepgras: Go

    Probably putting on your map 9 starting positions, the game will already make a random choose for every player, but you can always do something like this:

    Create an array with all points, like:

    Start_Point[0], Start_Point[1], Start_Point[2], and so on.

    Create a boolean array, that will have true if the point is already taken: Start_Point_Taken[0], Start_Point_Taken[1], Start_Point_Taken[2]...

    Create another variable called Chosen_Point for example, an integer.

    Make sure both arrays start correctly (all points in the first one, and all false in the second one). Then do something like this:

    Select each integer (Min player number to Max player number)

    Chosen_Point= random integer (1-9)

    while

    Start_Point_Taken[Chosen_Point]==true

    do actions

    Chosen_Point= random integer (1-9)

    (*end while*)

    set Start_Point_Taken[Chosen_Point]==true

    (*Do whatever you wanna do to define the player starting point, the point is in the variable Start_Point[Chosen_Point] and the player is the Selected Integer, for example if you have another variable for starting points[number of player] do a Set Your_Varible[Selected Integer]=Start_Point[Chosen_Point]*)

    (*end select each integer*)

    That will for each player keep doing random points until gets one free (defined by the variable Start_Point_Taken).

    Posted in: Triggers
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    posted a message on Picking random points for each player?

    @piepgras: Go

    I need a little more info to be precise. Points in all the map? Predefined points?

    You have a Random Point in Region for example. You can always check if there are enemy units near before asigning that point, but really depends on the exact purpose you follow.

    Posted in: Triggers
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