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    posted a message on Racial troubles

    So, races can't be dynamically changed? What a shame. I've got a good ZvT map concept (similar to "Zerg hunters" in some ways), but with one problem: the number of zergs must be equal or at least close to the number of terrans, or the balance goes screwed up. Letting people choose races freely will definitely make most of games a waste of time cuz of horrible balancing and making one race for everyone (one UI and all those things i mean) will look horrible (yet people seem to be choosing this way). Are there really no other options?

    Posted in: Miscellaneous Development
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    posted a message on Determining ability cost in effects

    @FunkyUserName:

    Hm. Problem is that i currently have a working effect, and it will most likely work if i replicate it on a new map. Although the day before yesterday it definitely didn't work.
    Guess i'd better have a closer look at what i did cuz the objective is achieved, will post if i find anything too weird.

    Posted in: Data
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    posted a message on Determining ability cost in effects

    @FunkyUserName:

    Yep, and I said - triggers determine caster correctly, but data works very, very weird. I've just managed to make the "modify player" effect work (i wonder how lol, it just began working without any changes from me), but any links to caster in other effects at the end of the chain are still dead.

    Posted in: Data
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    posted a message on Determining ability cost in effects

    @FunkyUserName:

    Via a trigger it works (I've already redone all I need via triggers, this thread is just for education). Via data it doesn't.

    Posted in: Data
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    posted a message on Determining ability cost in effects

    And how should i refer to the target player? "Player origin" or "Caster"?
    P.S. it seems to me like the effect can't find the actual caster because of the chain length. Dunno what to do.

    Posted in: Data
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    posted a message on Determining ability cost in effects

    I tried, but must be doing something wrong cuz it doesn't work. Could you write the full effects chain? Caster creates a search effect > search effect creates target effect > then what?

    Posted in: Data
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    posted a message on Determining ability cost in effects

    @MasterWrath:

    And how's about not vitals but player's resourses?

    Posted in: Data
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    posted a message on Determining ability cost in effects

    Well, I've already used a trigger+validator workaround for this, but still wondering if there's a more elegant solution.

    Posted in: Data
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    posted a message on Determining ability cost in effects

    Here we have an ability (effect - target) that creates an area search effect that launches some other effects. These "other" can vary depending on validators and therefore I have to vary the ability cost due to balance reasons. So I tried to set up cost for each effect. There is some "cost" field but just filling it did nothing. Any other ways or am i doing something wrong?

    Posted in: Data
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    posted a message on Validators - unit type

    Damn. Again i'm terribly sorry, death times for those two weren't -1  -_-
    Yet i'm completely sure i did set them to -1. Strange.

    Posted in: Data
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    posted a message on Validators - unit type

    I have 4 unit type validators: for an infested civilian, for an infested marine, for an aberration and for a queen. The first two work. Other two don't, despite they all are set up completely equal, checked a thousand times. Maybe I should add that the validators are used to search for dead units, but i can't imagine what changes from that since two of them work.

    Posted in: Data
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    posted a message on Looking for partner (Paid Position)

    >> One thing that i planned to do is to make a website and add a system where players can donate in whatever amount they want and in return they will be having a bonus things in the map ( it is all arranged and planned already )

    I very much wonder if Blizz won't kill you for that.
    http://eu.blizzard.com/en-gb/company/legal/acceptable-use.html
    Anyone ever tried this?

    Posted in: Team Recruitment
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    posted a message on Real numbers and operators

    Ok, guess that's all I needed to know for now, thank you!

    Posted in: Triggers
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    posted a message on Real numbers and operators

    @Elmaex:

    Ye, I guessed something like that, thx. Just thought that triggers are kind of simplified compared to normal programming and therefore might use something... nevermind.
    But how will this work if I compare two real numbers that are actually int? Like 0.0 == 0.0? Data editor sometimes does strange things in such situations...

    Posted in: Triggers
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    posted a message on Real numbers and operators

    I've recently read that in programming you can't use the "==" operator for comparing real numbers (dunno why). Well, you can technically, but this may result in bugs. So, the question: does this apply to triggers?

    Posted in: Triggers
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