• 0

    posted a message on Attacking a unit gives you money?

    change foot print is for buildings I believe. increase the "inner radius" in the movement tab for units.

    Posted in: Triggers
  • 0

    posted a message on Custom Harvest Help

    perhapse you could do: duplicate the MULE 's gather and change the mineral only to geyser only (or gold mine only)

    Posted in: Data
  • 0

    posted a message on Attacking a unit gives you money?

    did you exclude flying?

    Posted in: Triggers
  • 0

    posted a message on In-game text

    EVENT:

    • (any unit) uses ability command (scv gather) targeting (any unit)
    • (any unit) uses ability command (drone gather) targeting (any unit)
    • (any unit) uses ability command (probe gather) targeting (any unit)

    ACTIONS:

    • wait 3 seconds game time (this can be tweaked depending on how long it takes for the worker to get to the town hall)
    • create text tag with text (NUMBER) at (position of (triggering unit))
    • wait X seconds game time
    • destroy (last created text tag)
    Posted in: Triggers
  • 0

    posted a message on Attacking a unit gives you money?

    unfortunately, I don't have access to the editor to check right now, but possible events are:\

    • (ghost damage) effect happens
    • unit uses (ghost weapon)
    • (unit attacks) [requires your condition]

    that action exists, I know that

    Posted in: Triggers
  • 0

    posted a message on How to make a tech level work?

    make the req., make the count == 1,2,3

    Posted in: Data
  • 0

    posted a message on When an E-bay is completed, units gain an upgrade?

    whats the problem?

    Posted in: Triggers
  • 0

    posted a message on Attacking a unit gives you money?

    Give the leech effect to the ghost's weapon and as long as no other unit has the ghost's weapon, no triggers are needed. With that said, you Could do t with triggers

    Posted in: Triggers
  • 0

    posted a message on Checking what rank an upgrade is?

    how are the upgrades applied? looked at the tutorial (didn't download) and saw some pics but they didn't really tell me too much.

    if they are applied via trigger, add modify integer action, if they are applied like an upgrade structure, u can use unit uses ability. where do you decide what each upgrade does?

    I just thought of something, if you're making it apply a actual upgrade upgrade (like Zergling speed upgrade): have some dummy units in like a corner of the map, then have the upgrade change their max hp. then you can have event: (unit) life == (x)

    Posted in: Triggers
  • 0

    posted a message on Checking what rank an upgrade is?

    you cant create a new trigger with event player uses upgrade

    if your using a dialog box, you can have it like

    • Event: player uses any dialog option
    • condition: triggering dialog option == (skill x)
    • action: modify variable

    or using a unit,

    • event: unit uses ability (upgrade skill x)
    • action: modify variable
    Posted in: Triggers
  • 0

    posted a message on Checking what rank an upgrade is?

    .....just have the base ability when It is first learned be '1' then '0' indicates not having an ability, and 2+ will represent upgrades. the condition for having an ability learned can be if: (variable X) > (0)

    Posted in: Triggers
  • 0

    posted a message on Checking what rank an upgrade is?

    have a deferent variable for every learnable skill, then you can check if they have skill X be on lvl 1, 2, 3 for example a 3-level skill:

    then have condions check what level it it

    • (skill X level variable) == (1), then it will run action A
    • (skill X level variable) == (2), then it will run action B
    • (skill X level variable) == (3), then it will run action C
    Posted in: Triggers
  • 0

    posted a message on About Carry items

    yes there is its under unit manipulates inventory, like exaken said

    Posted in: Data
  • 0

    posted a message on About Carry items

    now im not too familiar with carry items, but I would try a trigger like this if you can (I never tried, nor do I know if these actions exist)

    • EVENT: unit acquires (that item)
    • ACTION: disallow (triggering unit) from picking up items
    Posted in: Data
  • 0

    posted a message on Help with how to make a unit attack without vision

    @ funkyusername

    I think he wants a photon cannon to attack enemy units he doesn't have vision of

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