• 0

    posted a message on Can't figure this out - Player Alliance for specific units
    Quote from Clutchbug: Go

    Hello, I'm having some problems figuring this out. In short, the map is a melee FFA but also requires the players to micro around individual units at the same time. Specifically, they take turns with 1 roach vs 2 zealots. The problem is getting the 2 zealots to be allies with eachother without having the entire player's armies allied.

    Anyone run across this or have a suggestion? Thanks.

    No. You can only change the alliance of a player not a unit. There is a possibility that might work though.

    Example:

    If your map was 1v1 then when the time comes to change the units "alliance" you can switch the owner of that unit to a player that isn't existent within you map. So if it's 1v1 then when the time comes, switch the unit(s) for player 1 to player 3 and for player 2 to player 4 and allow shared control of those units. That way you just have to set alliances to the non-existent players but to the actual players it looks like you only set the alliance switch to the units.

    I hope you understand my example and as always if you have any questions please message me so we can go over it more accurately.

    Edit: You can also change the color of the non-existent players to match the actual players.

    Posted in: Triggers
  • 0

    posted a message on Can't figure this out - Player Alliance for specific units

    @Clutchbug: Go

    I don't believe you can change the alliance of a single unit. I'll look into but I'm pretty sure you can't.

    Posted in: Triggers
  • 0

    posted a message on Reapplying buff behaviors after death is not working.
    Quote from strongfoe: Go

    Hello everyone. I'm at my wits end here because I cannot for the life of me figure this out. I'll try to explain my problem the best that I can. I have an attribute system that you can put points into. The menu is created through triggers, there's little buttons to add the point into the attribute you wish to increase. I have a variable for each stat that counts how many "bonus points" have gone into that attribute. Visualize something like Diablo 2 had. Thus far it works perfect.

    The attributes are a stackable "buff" behavior that links to an "attribute" behavior. Again so far, great!

    The issue is, after the hero dies, the behavior stacks are lost on death which is an issue I was well aware of, hence the reason I stored how many points were put in. But for some reason, I cannot get the behaviors to reapply to the hero. Whichever buff was applied to the hero before it dies, never works again. I am using Revive Insantly as soon as he dies so he is never lost. The action I use is:

    Unit - Add Bonus-Endurance[i] Endurance-Add to HeroUnit[i] from player i

    i = Trigger player , Bonus-Endurance = number of points put in , Endrance-Add = buff that links to attribute

    After the hero dies, adding the behavior just seems to stop working on it completely if he had the behavior when dying. I even tried removing all of the behaviors he had on death. Even trying to add further points from the menu stops to work. If one of the attributes was not applied before dying, it works from the menu. I just don't understand... I think I found some kind of bug.

    I checked to see if the number of Bonus Points somehow became 0, nope its all there. I checked to see if HeroUnit is somehow null, nope its pointing to the right place. Everything is being tracked correctly, the action is just not working for some reason. The fault either lies in the add behavior action, or theres a problem with my buff behaviors that I am missing.

    Any help would be greatly appreciated before i lose my mind over this!

    When the Hero revives you can set the Behaviors by adding the Behavior the same amount of times as equal to the Attribute Variable.

    Example:

    Events

    Unit - Any Unit is revived

    Conditions

    ((Triggering unit) is Required: Heroic; Excluded: Missile, Dead, Hidden for player (Owner of (Triggering unit))) == True

    Actions

    Unit - Add Attribute1 Behavior to (Triggering unit) from Caster

    I haven't tried this but it should work since its adding a Behavior to the unit that was revived as many times as the Attribute1 Variable is equal to. As always you can modify this to your liking and if you have any questions then please message me so we can go over it more accurately.

    Posted in: Triggers
  • 0

    posted a message on How stop SelectionChanged event from firing?

    @elunder: Go

    Add a Turn Current Trigger Off action on your trigger.

    Posted in: Triggers
  • 0

    posted a message on Help can't highlighted objects

    @jamison0136: Go

    Here it works like you should want it to. If not you can change it to your liking. If you still have any questions just message me again.

    Posted in: Triggers
  • 0

    posted a message on Dialog Progress Bar

    @rtschutter: Go

    This isn't a progress bar but it is a start to what you're trying to accomplish and the best I'm willing to do since it's 4:30am. Ill try to add more and get it to update in the morning.

    Events

    Unit - Any Unit research progress is Started

    Actions

    Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen

    Dialog - Show (Last created dialog) for (All players)

    Dialog - Create a label for dialog (Last created dialog) with the dimensions (300, 50) anchored to Top Left with an offset of (50, 50) with the text ((Name of (Unit type of (Triggering unit))) + ("'s research will complete in " + (Text((Integer((Remaining for (Triggering unit) training queue slot 1))) seconds) using Total Minutes / Seconds (m:ss) format))) color set to White text writeout set to False with a writeout duration of 0.0

    Dialog - Show (Last created dialog item) for (All players)

    Posted in: Triggers
  • 0

    posted a message on Quick Noob question

    @Air1: Go

    For one that is a Data question not Trigger.

    Second that can happen for many reasons make sure the units you kill actually have Kill Experience and that your Veterancey actually has levels to be gained.

    If this doesn't help then please message me so I can go over it more accurately.

    Posted in: Triggers
  • 0

    posted a message on Help can't highlighted objects

    @jamison0136: Go

    Well for one you turn your trigger off before anything happens and second you don't have anything in the IF statement so the THEN statement can't trigger.

    Posted in: Triggers
  • 0

    posted a message on Unit Crush Zone

    @JacktheArcher: Go

    Modify it to your liking. If you have any questions just message me.

    Events

    Unit - Any Unit Enters a distance of 1.0 from Unit

    Actions

    Unit - Kill (Triggering unit)

    Posted in: Triggers
  • 0

    posted a message on creating a water vehicle + air vtol

    @serpentxx: Go

    Just off the top of my head you can set a Behavior Buff to periodically increase the height at an increment of whatever you want.

    Edit: Also you can set duration to the buff so it doesn't keep rising.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Requirement vs Max Level Upgrade

    I have an upgrade with the max level set to 20. After level 20 is complete I'm wanting to no longer show that upgrade. In the requirements I'm only able to not show the upgrade after the first level is complete. What is a way to make it not show after completing level 20?

    My requirement:

    USE

    Equals:

    Constant 0

    Count Upgrade Upgrade Weapons In Progress

    SHOW

    Equals:

    Constant 0

    Count Upgrade Upgrade Weapons Completed

    Posted in: Data
  • 0

    posted a message on [solved] Training 2 Units with 1 Button?

    @SyphonEight: Go

    Ready my post again. Training a Marine, Marauder and a Ghost at the same time isn't training 2 of the same it's training 3 completely different units at the exact same time from the same queue.

    Posted in: Data
  • 0

    posted a message on (SOLVED) Supply Capped Validator

    @Projekton: Go

    Fixed! Thanks to... myself...

    I feel kind of stupid for completely not noticing the Compare Food Available validator type since it was easy as hell once I noticed it.

    For anyone wanting to know how this is done I'll tell you.

    Make a new Validator and name it whatever you like.

    Set the Validator Type to Compare Food Available.

    Click Ok.

    Set the Compare to Greater Than.

    Set the Value to 0 or 0.5 if you have a unit like Zerglings which are 0.5 supply for 1 Zergling.

    Apply the Validator to where you need and you're good to go.

    This works due to the Validator Type which checks how much supply is available to be filled by units. By setting the Value to 0 or 0.5 (Since Zerglings come in 2's) and the Compare to Greater Than this Validator will only return true if there is 1 or more supply available which means it returns false if there is 0 or 0.5 supply available then disabling or removing whatever you attach it to.

    Posted in: Data
  • 0

    posted a message on [solved] Training 2 Units with 1 Button?
    Quote from SyphonEight: Go

    @Projekton: Go

    This is not the effect I want - That doesn't occupy a Queue Space at the Barracks.

    I'll try what you suggest Super Doctor Evil.

    Edit: I can't seem to figure out how Specialize abilities works. How do you use it to order a unit to train something?

    After a few minutes messing around I'm able to train 3 marines at the same time. The only issue is that the third one doesn't show as training even though it is. Meaning only the first 2 marines show the progress bar while the third looks like its in queue but it does spawn with the others.

    You might want to look into this more so all I did was modify the Nuclear Reactor - Queue Buff on the Barracks changing the Queue Count to 2 under the Behavior Tab.

    EDIT: This well also work even if you wanted different units. example Marine Marauder and a Ghost could train at the same time.

    Posted in: Data
  • 0

    posted a message on [solved] Training 2 Units with 1 Button?

    @SyphonEight: Go

    Well my next idea would be to look at the Reactor Add On for the Barracks as in it allows two of the same unit to be trained at once. You could possibly learn what you need to from that.

    Posted in: Data
  • To post a comment, please or register a new account.