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    posted a message on Button Requirements - Need some help (Solved)

    Also have you tried upgrades instead of behaviors? Depending on what you are trying to do upgrades are usually better if it is something that is player specific.

    Posted in: Data
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    posted a message on (Solved) Attack priority question

    Target Sorts comes to mind when i think about this kind of situation w/o triggers. though there is not one for units directly but there is one for behavior count and one for priority so i assume you can ether give your heroes a buff that just tells you they are a hero or you can set it up so that it likes that level of priority more then others. But i have never tried this so it may not work

    Posted in: Data
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    posted a message on (Solved) Charge (ability) damage response not working

    Augments cannot be accessed with Catalog Field Value Set. You can still "Get" it and it will return the correct info but you cannot change it with triggers. Cant change it with upgrades ether if you were thinking of getting around it that way ;)

    Posted in: Data
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    posted a message on Get cost of ability threw triggers?

    If I understand your question properly then what you want is a variable of string type, a trigger to record it into the variable, and a trigger to return 60%. It should be something like this:

    Global Variable: CostofAbility (array if you need to keep several) Type: String

    Trigger 1
    Event: Unit uses ability
    Conditions: (any that you would need)
    Actions: SetVariable(CostofAbility, (CatalogFieldValueGet(c_gameCatalogAbil, "Name of ability", "Cost[0].Resource[Minerals]", EventPlayer)))

    Trigger 2
    Event: What ever event you want to give back resource
    Conditions: Same as above
    Actions: PlayerModifyPropertyInt((EventPlayer()), c_playerPropMinerals, c_playerPropOperAdd, (FixedToInt((ArithmeticReal((StringToFixed(CostofAbility)), *, 0.6)))))

    This should get you what you need if i understand correctly. resources(Non-vitals) are integers and to get 60% you need a real and sense your variable is a string that is why you get that long section at the end on second trigger.

    Posted in: Triggers
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    posted a message on I'm stumped: weird problem with Buttons and Bnet lag

    I had a very similar issue to this in one of my triggers. i just made it so the first thing the trigger does is hide the button. it works fine for me like that but haven't had any real issues with lag so i guess it still may be possible to charge twice. an other possible option would be the trigger stop option but i don't know how your trigger is intended so that could cause problems.

    Posted in: Triggers
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    posted a message on Make me Triggers

    Edit: ah Swag beat me to it.

    Posted in: Triggers
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    posted a message on Getting a units armor?

    Armor is a real not an integer which maybe why you are not finding it. so something like...

    Var: Armor (Real)

    Actions: Set Variable (Armor), Unit Get Property Fixed (Event Unit), Unit Prop Life Armor, Unit Prop Current

    This should be what you are looking for you just need to fill in the other details IE event, conditions, other actions.

    Fixed and Real are the same thing. just FYI

    Posted in: Triggers
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    posted a message on how to make stalkers blink properly backward?

    @jcraigk: Go

    Ha! checked my editor after reading your post and once i saw the one you were talking about i could easily see how to use it. Thanks for pointing that out. though i don't think it does it already because i had a knockback trigger that depending on where the source stood to the target it would cause him to jump forward or sideways. But I am glad i now have a new tool to use.

    Posted in: Triggers
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    posted a message on making units go backward after attacking?

    to make them go forward again you need to tell the unit you want them to go forward again so you would ether need to give an order to go forward again but make sure it goes to the end of the order queue or you need to add a wait then add the order to go forward again. or you can try when you use a trigger to get them to move back set that order to the front instead of replacing. though that last option i have had a few situations with undesirable effects. The best advice i can give you is just try something. if its not working like it should think about what you can add or take away to make it work. I have learned more in the editor from my failures then my successes. i cant recall how many times i created a trigger and went "huh that was interesting not what i wanted but it gives me an idea."

    Posted in: Triggers
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    posted a message on making units go backward after attacking?

    In trigger its the same as your blink backward question. just use move or attack instead of blink. as for your ignore enemy units i've never done that but i do know in data you can use target sorts and markers to tell a unit to ignore something. and i'm 95% sure i could make a trigger to do the same though thinking about how to do it with a trigger seems like it would have to be quite complicated.

    Posted in: Triggers
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    posted a message on how to make stalkers blink properly backward?

    it works equally well in ether. just depends on what you are more comfortable with using. There are some things that can only be done with triggers and some that can only be done in data but just about everything with a situation works in both. though some things are easier in one or the other. personally for this i prefer using trigger but that is just me.

    Posted in: Triggers
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    posted a message on [Trigger Error]Dialog Buttons, Images and Tooltips

    I don't know exactly what is causing this but i had this issue when i had a check condition to see if dialog item was visible that kept giving me this error. once i removed that condition all worked fine.

    Posted in: Triggers
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    posted a message on Issues with Unit Started Attack Event

    For event its not any unit starts attacking it is Hero starts attacking. i replaced the any with hero. the trigger does exactly what it is supposed to it just seems to be that after so many units are attacking at the same time then it breaks or somehow switches to any unit starts attacking. I am mostly just curious if anyone else has experience with the Unit Starts Attacking Event and has had a similar issue with it. By breaking i don't mean the conditions, it still comes across in the trigger debugger as failed but when it checks the condition over 1k times a min i notice the slightest bit of lag. which isn't a problem at this point but there are going to be a lot of units attacking by the end of the game and I would like to avoid future issues.

    Posted in: Triggers
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    posted a message on Adding points to a "learn" ability threw triggers

    I'm glad i could help actually wish i tried this sooner i had an ability that this would of helped immensely just didn't think of even trying it this way tell i saw your post. well it worked out better in the end but it is good to know for future maps.

    Posted in: Triggers
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    posted a message on how to make stalkers blink properly backward?

    I personally use angle between points. i have tried it other ways and adding 180 has issues when the angle is already above 181 but that might be that i haven't figured out how to get it to reset to 1 after it hits 360. It caused for me if in the right position they would jump forward or sideways instead of back.

    With angle between points as long as you set the first point as the location of the unit attacking and the second as the one you want to have blink that angle will carry through to directly behind your unit.

    of course that just gives you the direction you still have to do the rest. Happy mapmaking.

    Edit: forgot to mention need the point with offset polar for you to use an angle. just encase you didn't know.

    Posted in: Triggers
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