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    posted a message on Couple general questions about triggering

    @voodude2008: Go

    Here is a basic sprint trigger. 'Sprint Active' is a boolean to check if the unit is already running, and 'Sprint Amount' is an integer to check if the unit has the 'energy' to sprint.

    Sprint
        Events
            UI - Player 1 presses Shift key Down with shift Allow, control Allow, alt Allow
        Local Variables
        Conditions
            Sprint Active == false
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Sprint Amount > 0
                Then
                    Variable - Set Sprint Active = true
                    Unit - Add 1 Sprint to Actual Player Unit from Actual Player Unit
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            Sprint Active == true
                            Sprint Amount > 0
                        Actions
                            General - Wait 1.0 Game Time seconds
                            Variable - Set Sprint Amount = (Sprint Amount - 1)
                    Unit - Remove 1 Sprint from Actual Player Unit
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Sprint Amount == 0
                        Then
                            Text Tag - Create a text tag with the text "Exhausted" for (All players), using a font size of 24, at (Position of Player Unit) and height offset -1.0, initially Visible, and fog of war enforcement set to false
                            Text Tag - Set Text color(s) for (Last created text tag) to (100%, 0%, 0%)
                            Text Tag - Attach (Last created text tag) to Player Unit with height offset -1.0
                            Text Tag - Set Duration time for (Last created text tag) to 3.0 seconds
                        Else
                Else
    
    Posted in: Triggers
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    posted a message on TD Terrain Layout - Which one should i use?

    @Nite01: Go

    I hear swastika layouts are all the rage for TD nowadays. <.<

    Posted in: Terrain
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    posted a message on Couple general questions about triggering

    @Keyeszx: Go

    Variables are used for everything. Say, if you wanted to make an ammo system, you would need to make a variable for how much ammo there was. Then you modify that variable by -1 each time a shot is fired, and once that variable was 0 then you would prevent the player from firing. If you wanted to make a menu then you would need to assign each button to a variable so that the system could tell which button did what. If you wanted to make a custom health bar then you would need to store the unit's health as a variable and call on it for the dialog. Could be just about anything.

    Posted in: Triggers
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    posted a message on looking for noob/unexpireceed people to join my team

    @RighteousRage: Go

    My guess would be that he just gave up after playing with the editor for 10 minutes.

    Posted in: Team Recruitment
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    posted a message on [Video] Planetary Boss - Zaragor the Compactor (Now Live!)

    @Bounty_98: Go

    Sounds like an actual Wow raid battle.. nice work!

    Posted in: Project Workplace
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    posted a message on Condition for 'Ability is Usable'?

    @Zurom: Go

    Thanks. Easy enough. What I am really trying to figure out is why, when I press the key that activates the trigger, the screen tends to kind of 'jerk' when the unit is moving. The camera is on follow, so.. maybe I need to make the ability transient? It is an instant effect, and it only starts messing up after I spam the key so, hmm...

    Edit: Never mind, allow movement seemed to fix it.

    Posted in: Triggers
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    posted a message on Condition for 'Ability is Usable'?

    I am trying to find a condition that checks if an ability can be used based on the cost of the ability and the unit's current resources. I am using a trigger to activate an ability since I have the UI hidden, and I don't want the trigger to run if the unit doesn't have enough resource to execute the ability. Any suggestions?

    Posted in: Triggers
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    posted a message on Diable/enable autocast thru triggers?

    @s3rius: Go

    Thanks S3rius!

    @Soulcarver: I have all of my zerg enemy units burrowed initially with unburrow set to autocast so that they can ambush the player when he gets near.

    Posted in: Triggers
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    posted a message on Bioshock Infinite

    @tigerija: Go

    Wow, that politician guy looks crazy when he freaks out on you.. also, the floating buildings are a sweet touch. Didn't like the first one so much, but I might have to get this one.

    Posted in: Off-Topic
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    posted a message on Diable/enable autocast thru triggers?

    I am trying to temporarily disable my roach's unburrow autocast for a trigger where he burrows, moves instantly and unburrows. I am assuming this can be done through the set catalog action, but I am still sketchy on the specifics of how this works. Can anyone offer any information on what I should set the fields to to achieve the desired result? Thanks!!! :D

    Posted in: Triggers
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    posted a message on [Replacement needed] Data/Trigger Editor

    @EternalWraith: Go

    Well I guess I got the totally wrong impression of you then. My apologies.

    Posted in: Team Recruitment
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    posted a message on [Replacement needed] Data/Trigger Editor

    @EternalWraith: Go

    Well, I am looking forward to your project release. No doubt it will blow SotIS out of the water. I am also looking forward to impressing you with my RPG project, since I know you have a distaste for the genre :)

    Posted in: Team Recruitment
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    posted a message on [Replacement needed] Data/Trigger Editor

    @EternalWraith: Go

    Perhaps your smug attitude is scaring people off?

    Posted in: Team Recruitment
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    posted a message on Effect with a chance to happen?

    @s3rius: Go

    You have to start with necromance before you can get to boobromance.

    Posted in: Data
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    posted a message on Trying to make a crit with new effect chance feature

    @coronbale: Go

    Thanks guys. Coron, I am curious what your trigger event is.. probably any unit takes damage right? If only there were a 'unit fires weapon' trigger to make all of our lives easier. Mort, I am not sure that is the case because the second number for my crit is a zero, so the other number would probably show up in there. I could see this happening if they were the same number however. There was a post a while back by Rileystarcraft where he was talking about the function 'get triggering damage' and how it would not read any modified damage, just the flat base damage. Perhaps this issue is in the same vein.

    And actually, there is a new event in 1.1 called effect used that could function as 'unit fires weapon' :D time for an ammo system!

    Posted in: Data
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