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    posted a message on [Data] Limiting Bounty Rewards

    Probably not. You'll need triggers for that.

    Posted in: Data
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    posted a message on [Trigger] Check if some point is still under black mask?

    No one knows a way?

    Is viable with a custom script? I don't know how to do them, but I'll take a look...

    Posted in: Triggers
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    posted a message on transfer experiance between units

    @keyes13: Go

    Use the Add XP to unit library, if you don't already.

    I don't know how many tanks do you have, but you'll need a variable for each one (you can use an array) that knows what hero is inside.

    Hero_Inside_Tank_Variable = Raynor (for example)

    Then use a trigger:

    Any Unit Dies

    Conditions

    Type of Killing Unit == Tank

    Actions

    Add XP to Unit 100, Hero_Inside_Tank_Variable

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Check if some point is still under black mask?

    I need to do some random stuff, but only in a zone still not discovered by the player, but I can't find how to do it.

    I don't care if is visible or not, doesn't matter, I need to know if the player never crossed that point, so is still in the black mask, and not *only* on fog of war.

    Posted in: Triggers
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    posted a message on Working basic campaign (=Tips & Tutorials)

    @Terhonator: Go

    Take a look at the Command Card of the Marine, probably Stim Pack has some kind of requirement you can delete. Or you can add it again if doesn't show.

    If you want that no one can build Battlecruiser, i think there is an action called Disallow "type of unit". Use it at the start of the game for every player.

    The same way you can keep a counter of Medics in play, if that number is >=10, you can Disallow that unit, and allow it again when the number is <10. Probably will not work well with queued units, but is worth a try.

    I think you can use too Add Upgrade Level For Player for giving any upgrade to a player via triggers.

    Posted in: Tutorials
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    posted a message on Rewards for kills

    @chubz04: Go

    Create an array for kills, Kills[Number_Of_Player]

    Create a trigger, any unit dies

    Modify Kills[Propietary of Killing Unit] +1.

    if ( Kills[Propietary of Killing Unit] >=100) then { Allow Name_Of_The_Upgrade For Player }

    if (Kills[Propietary of Killing Unit]>=200) then { Allow Name_Of_Unit For Player }

    And so on...

    Disallow them first, on Map Initalization for example.

    Posted in: Miscellaneous Development
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    posted a message on [Triggering] Show me a better way..

    @torrasqu: Go

    I don't really understand the code, but seems that is repetitive with a Triggering Unit and a Create Unit, and you do 3 comparison for each. You can always do a bucle. I hope this helps even if I don't get the grasp of the code.

    Create an array (type of unit) with the Triggering Unit in position 0, and the Create Unit in position 1, for example.

    Your_Array[0][0]=Marine

    Your_Array[0][1]=Ghost

    Your_Array[1][0]=Firebat

    Your_Array[1][1]=Devil Dog ... ...

    Then use a While and do all the comparisons.

    While Counter <=Max_Number_of_Different_Units

    (Triggering unit) == Your_Array[Counter][0]

    blahblahblah*your comparions here*

    Create Your_Array[Counter][1]

    Counter +1

    Posted in: Triggers
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    posted a message on Remove siege tanks FF splash damage?

    Don't have the editor here, but search an effect associated to the tank that does the search for the splash damage, and put an exclude Allies in there.

    Posted in: Miscellaneous Development
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    posted a message on Unit Weapon and Armor Display?

    Probably not. You'll need to create multiple weapons in you wanna do something like that.

    Posted in: Miscellaneous Development
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    posted a message on Dialog items for all 8 players via loop giving different results?

    A bit of code of that loop will be pretty much needed to see the error.

    Posted in: Miscellaneous Development
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    posted a message on Parameter out of bounds in 'UnitCargo' ?

    @CeejEngine: Go

    Take a look if you can check the number of slot on a cargo unit. Seems to me that the slots are being created dynamically as the unit needs them.

    That's why you get an error (at the start only the slot 0 exists), an works because it returns "no unit" anyway.

    Posted in: Miscellaneous Development
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    posted a message on Creating Units from Skill

    @Darkzealot77: Go

    You don't really need 40 skills.

    Create a skill that does nothing named Invocation.

    Then use a trigger that check if any unit use that skill.

    You probably already have the types of unit of every wave in an array, so when you create the unit, simply use:

    Create 1 Your_Variable_For_Unit_Type[Your_Variable_For_Current_Wave +1] for...

    Posted in: Data
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    posted a message on Working basic campaign (=Tips & Tutorials)

    There is an action called Rescue Unit and Rescue Group of Units you can use. If they are in a fixed place, use an Any Unit Enter Region event. If not you'll need to be more creative, and check for proximity or something like that.

    About the restrict part, what do you really want? Make some units impossible to build, or have a maximum number of units/building of that type?

    •How to hide map area (Now player sees whole map at beginning) -> Probably you wanna change the map properties to black mask.

    •How to give upgrades to current units such as Stimpack for Marines -> Do you mean it doesn't need to research Stim Pack? Delete all the requirements for the skill in the data editor.

    Posted in: Tutorials
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    posted a message on [Help] Which trigger unloads a single unit from cargo?

    I tryed to do this yesterday and couldn't find the command either. But it wasn't that important to unload only one for me, so I left it with unload all.

    On a second tought, try to order a unit inside to move to a point outside. If that works you can try a workaround.

    Posted in: Miscellaneous Development
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    posted a message on How to do Diablo 2 style stats system?

    @Wakeman: Go

    Try to do another veteracy with the same levels with another learn skill. With only 1 skill for each stat you want. Put an additional submenu named Distribute Stat Points, and put your X increase stat skills there.

    Probably will work if doesn't interact awfully with your other veteracy.

    Posted in: Miscellaneous Development
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