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.
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.
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.
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?
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.
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
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 :)
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!
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@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.
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@Nite01: Go
I hear swastika layouts are all the rage for TD nowadays. <.<
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@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.
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@RighteousRage: Go
My guess would be that he just gave up after playing with the editor for 10 minutes.
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@Bounty_98: Go
Sounds like an actual Wow raid battle.. nice work!
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@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.
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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?
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@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.
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@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.
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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
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@EternalWraith: Go
Well I guess I got the totally wrong impression of you then. My apologies.
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@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 :)
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@EternalWraith: Go
Perhaps your smug attitude is scaring people off?
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@s3rius: Go
You have to start with necromance before you can get to boobromance.
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@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!