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    posted a message on [Need Help] Issues Creating a Custom Unit

    ofc creating from scratch is always better but also very time consuming ;]

    Posted in: Data
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    posted a message on [Need Help] Issues Creating a Custom Unit

    @bjpiers123: Go

    Hey, so to me it sppears that 2 different units are using the same actor, look at the actor and see in the list the units it has connection to, right click on the one you dont want and explain link. Now you can see how this original unit is still being used by the actor, its prolly in the events.

    in the future it might be helpfull to duplicate the actor instead of copy, use to have the same kind of problems when i started.

    maybe this helps maybe it donĀ“t,

    good luck

    Posted in: Data
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    posted a message on [Solved] [Variable] Set variable used by Modify player property

    @ILikeKillAndYou: Go

    so i did give you ideas, yay :p

    You can close the topic yourself by edtiting the name.

    Posted in: Triggers
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    posted a message on [Solved] [Variable] Set variable used by Modify player property

    @ILikeKillAndYou: Go

    I see its your first post, not a very friendly introduction but i might be able to help you out. A while ago i needed a refund trigger and made this small trigger that refunds 0.75 of the units original cost. What i thought you could do is for every upgrade you do on this structure, add to the cost of that unit with the same amount that the upgrade cost. So what to do:

    • Copy and adjust the trigger to your needs.
    • Make an instant effect ability and add it to the event of the trigger and the units commandcard.
    • For each upgrade on the unit you need to apply an effect that increases the cost of the unit by the amount of the upgrade cost.

    This method will only work if the player has only 1 unit of this specific unit type and if you also want other players to also have this structure you must copy it and make a new one for each player.

    I assume you want more units of this type for a single player so this means whenever a player has the unit with upgrades and wants to make a new one, the cost has increased.... I couldn't think of any other way, im not a pro so there is prolly a better way., but maybe this will lead you to ideas.

    Refund
        Events
            Unit - Any Unit uses  Salvage at Generic3 - Execute stage (Ignore shared abilities)
        Local Variables
            constant = 0.75 <Real>
            StructureCost = 0.0 <Real>
            Refund = 0.0 <Real>
        Actions
            Variable - Set StructureCost = (Integer((Real((Minerals cost of (Unit type of (Triggering unit)))))))
            Variable - Set Refund = (constant * StructureCost)
            Player - Modify player (Owner of (Triggering unit)) Minerals: Add (Integer(Refund))
            Unit - Kill (Triggering unit)
    
    Posted in: Triggers
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    posted a message on Buttons of On/Off ability not working correctly

    @TheAlmaity: Go

    i never made a toggle ability, but i was thinking if this doent work you could also do it with a requirement right, if the behavior is on restrict the button, when its off allow it.

    Posted in: Data
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    posted a message on help with ending the match when 2 players die

    @Wampsie: Go

    I think your problem is not having the lobby decide which players are on which team and share ally.

    you put players in playergroup team1 but this is not actually team 1 accoording to the lobby slots.

    so lets say lobby gets player 3 and 4 in team 1 and then you put player 3 and 4 in your game as team 2

    and with setting the victory your refer to the team1 you have created but not actually team 1 from the lobby, see how this becomes messy/

    Posted in: Triggers
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    posted a message on help with ending the match when 2 players die

    ....

    Posted in: Triggers
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    posted a message on help with ending the match when 2 players die

    @Wampsie: Go

    hmm taking a look at the screens

    Posted in: Triggers
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    posted a message on help with ending the match when 2 players die

    @Wampsie: Go

    yes

    Posted in: Triggers
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    posted a message on Stupid Slow Editor

    @DarkRevenantX: Go

    The response is fine but i always get stuck to where i have to load actor events.

    i also hate that when i type a new search, when i type the first letter it alrdy is creating the whole list with acotrs/units which im not trying to search.

    Is there a way to only make it create a list when i have pressed enter?

    Posted in: General Chat
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    posted a message on help with ending the match when 2 players die

    @Wampsie: Go

    Make 2 global unit groups then after the units are created on the map run this(make sure you give heroes on your map heroic attribute):

        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Owner of (Picked unit)) is in (Players on team 1)) == True
                        Then
                            Unit Group - Add (Picked unit) to HeroesTeam1
                        Else
                            Unit Group - Add (Picked unit) to HeroesTeam2
    
    Posted in: Triggers
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    posted a message on Show Hero HP+select

    @Selfcreation: Go

    You'll prolly have to do this with dialogs, so i suggest taking some dialog tutorials, i remember there being some dialog tutorials about hpbars.

    Posted in: Triggers
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    posted a message on help with ending the match when 2 players die

    @Wampsie: Go

    Hey, you could store the units per team in a unit group and do something like this:

        Events
            Unit - Any Unit dies
        Conditions
            ((Unit type of (Triggering unit)) has Heroic attribute) == True
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (All units in HeroesTeam2 are dead) == True
                Then
                    Player Group - Pick each player in (Players on team 1) and do (Actions)
                        Actions
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                    Player Group - Pick each player in (Players on team 2) and do (Actions)
                        Actions
                            Game - End game in Defeat for player (Picked player) (Show dialogs, Show score screen)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (All units in HeroesTeam1 are dead) == True
                Then
                    Player Group - Pick each player in (Players on team 2) and do (Actions)
                        Actions
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                    Player Group - Pick each player in (Players on team 1) and do (Actions)
                        Actions
                            Game - End game in Defeat for player (Picked player) (Show dialogs, Show score screen)
    
    Posted in: Triggers
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    posted a message on 1 picture tells everything about rating...

    @zenx1: Go

    Hey can i join your sad panda club, my map got rated 2 stars by the first 5, now its never getting played again..............................................................................

    guess ill be a happy panda again when MoP comes live xD

    Posted in: General Chat
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    posted a message on Open Games list ordered by age?

    I did not notice this, but so true!

    Posted in: General Chat
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