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    posted a message on [Solved]Help

    Thanks for the replies but I am an idiot.

    The ones that worked

    General - If (Conditions) then do (Actions) else do (Actions)
                If
                    **************(Unit type of (Triggering unit)) == Barracks******************
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 1
                    Variable - Modify # of structure[1]: - 1
    

    For the ones that did not work:

      General - If (Conditions) then do (Actions) else do (Actions)
                If
                    **************(Unit type of (Created unit)) == Forge**************
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[12]: - 1
    

    Look at the conditions - I cant believe I missed that - the ones with *...

    The second one has to be unit type of triggering unit . NOT CREATED UNIT

    Posted in: Triggers
  • 0

    posted a message on [Solved]Help

    Hello everyone

    I am facing a problem with some triggers. Basically, I am making an income system where you build a building and it increases your income, and then if you salvage that building, your income will decrease.

    It works fine for increasing the income, but for decreasing the income it only works for some buildings but not for others - Even though they are all under 1 trigger, which is baffling.

    These are my triggers for increase income (which works fine):

    http://gyazo.com/4cac2397bec0f104a39cc728859dfc0a

    These are my triggers for decrease income (which is not working properly):

    These buildings work: http://gyazo.com/6fca1f8ee982c5df77bdbd19c9191729

    These dont: http://gyazo.com/a2223d4c224c83ec4df754a8bdf58246

    They are all under 1 trigger (for the decrease income)

    Here is my whole decrease income trigger:

    Decrease income
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            And
                Conditions
                    (Triggering death type is Salvage) == True
                    Or
                        Conditions
                            (Owner of (Triggering unit)) == 1
                            (Owner of (Triggering unit)) == 2
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Barracks
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 1
                    Variable - Modify # of structure[1]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Factory
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[2]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Tech Lab (Factory)
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[3]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Spawning Pool
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 1
                    Variable - Modify # of structure[4]: - 2
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Roach Warren
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[5]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Hydralisk Den
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[6]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Factory - Tank
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 8
                    Variable - Modify # of structure[7]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Robotics Bay
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 8
                    Variable - Modify # of structure[8]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Robotics Facility
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 7
                    Variable - Modify # of structure[9]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Cybernetics Core
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 4
                    Variable - Modify # of structure[10]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Gateway
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[11]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Forge
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[12]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Dark Shrine
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 4
                    Variable - Modify # of structure[13]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Refinery
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 3
                    Variable - Modify # of structure[14]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Engineering Bay
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 3
                    Variable - Modify # of structure[15]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Ghost Academy
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 4
                    Variable - Modify # of structure[16]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Armory
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 9
                    Variable - Modify # of structure[17]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Starport
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 6
                    Variable - Modify # of structure[18]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Fusion Core
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 10
                    Variable - Modify # of structure[19]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Twilight Council
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 5
                    Variable - Modify # of structure[20]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Templar Archives
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 7
                    Variable - Modify # of structure[21]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Stargate
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 8
                    Variable - Modify # of structure[22]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Fleet Beacon
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 10
                    Variable - Modify # of structure[23]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Baneling Nest
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 2
                    Variable - Modify # of structure[24]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Hatchery
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 4
                    Variable - Modify # of structure[25]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Evolution Chamber
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 5
                    Variable - Modify # of structure[26]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Infestation Pit
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 6
                    Variable - Modify # of structure[27]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Ultralisk Cavern
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 8
                    Variable - Modify # of structure[28]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Spire
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 8
                    Variable - Modify # of structure[29]: - 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Created unit)) == Greater Spire
                Then
                    Variable - Modify Income[(Owner of (Triggering unit))]: - 10
                    Variable - Modify # of structure[30]: - 1
                Else
    

    I dunno it seems to work for (some or all, not sure) terran and some zerg buildings - not even all of them and no protoss buildings. Its weird. And yes all these buildings have the salvage ability - not another ability. Even if I take out the condition that has to be a salvage - I get the same result. If you can locate the problem or know a better method of doing this please let me know and it is very much appreciated

    Posted in: Triggers
  • 0

    posted a message on [Help] Hook up ability with dialog button

    @zaysite: Go

    hmm... I see, But that is not going to be a lot of work for each ability, I would rather just change the UI.... even though I have no idea how.

    Posted in: Triggers
  • 0

    posted a message on [Help] Hook up ability with dialog button

    @FunkyUserName: Go

    That sucks. Thanks for your reply

    Posted in: Triggers
  • 0

    posted a message on [Help] Hook up ability with dialog button

    Hello everyone,

    I am trying to make a dialog button that once it is clicked you can use an ability just like the command card. I know how to do this for abilities that do not require a target, but how do you do it for ones that do? Thanks in Advance

    -TerranMaster23

    Posted in: Triggers
  • 0

    posted a message on Blizz Contest - 79 Entries got through

    @StealthToast: Go

    Gratz to all those who entered the top 10. I knew I lost, since I only worked on mine for 4 weeks, was very busy :P

    Posted in: General Chat
  • 0

    posted a message on Blizz Contest - 79 Entries got through

    @Batomys: Go

    Its July 8th.... the clock is ticking, and time is moving

    Posted in: General Chat
  • 0

    posted a message on Create a Tower (Dota style)

    @Diego6D: Go

    This does not have to be made using triggers. There is something called "combat priority" or something like that in the data section for each unit. Give the creeps a certain number for that field maybe something like 20. But for heroes give it something higher.... maybe 100. I don't have the editor in front of me, to excuse any mistakes.

    Posted in: Triggers
  • 0

    posted a message on [Solved] Unit angle

    @SoulFilcher: Go

    Thank you for the help :)

    Posted in: Data
  • 0

    posted a message on [Solved] Unit angle

    Hello everyone,

    Is there anyway to set the unit angle using data, in other words, when I build a certain structure, I want it to be facing a certain angle. Any help would be very much appreciated. Thank you

    -TerranMaster23

    Posted in: Data
  • 0

    posted a message on Infested - My Current project

    Hello everyone,

    I am currently working on a new project and I need some suggestions when it comes to the gameplay.

    This is the current gameplay

    • It is a '1' vs 'some people' as long as the 'some people' is more than 4 or 5.
    • The '1' is the infested, no one knows who the infested is. His object is to kill all the other people, which I call humans because they are all terran.
    • He can disguise himself as one of the humans, however, in order to kill he has to go to his zerg form (which is a dehaka).
    • The Dehaka creates a creep trail behind him that goes away after several seconds -> This can help the humans find out who the infested is. Multiple humans are required to take down the Dehaka, in other words, the Dehaka can easily take down 1 or 2 humans at one time.
    • Each human has 2 abilities (possibility of adding 1 more) per character (as of now there are 4 characters -> Marine, Marauder, SCV, Egon Stetmann). 1 ability is offensive and the other is defensive.

    Extra things

    • You can vote for three maps to play with (The City, Frost, The Jungle) (names are highly subject to change) - I spent some time on these maps, they look pretty cool... I can post screen shots later.
    • The game is almost playable, but I want to add achievements, skins, ranks, etc... and that will take me some time. Now my problem is that I do not feel this gameplay of just finding the infested (Dehaka) is fun enough, so I am asking if anyone has any suggestions for my project. Anything would be appreciated. Thank you for reading.

    -TerranMaster23

    Posted in: General Chat
  • 0

    posted a message on Need testers

    @Scythe1250: Go

    Sorry, but the mic I have sucks, in other words I can't use skype or teamspeak. Just PM me telling me exactly what I need to do and I can take care of it.

    Posted in: Map Feedback
  • 0

    posted a message on [Help] Sensor Tower

    The sensor tower shows this: http://gyazo.com/d3629501d0bf35d2ab7f3b35c3a39439

    when an enemy unit is somewhere where you have no visibility. However, I also want it to show that same red thingy (sorry dont know what it is called), whether you see the unit or not.

    http://gyazo.com/0ff110f103f59dbd3a120cd5ae633884 In other words I want to see the red thingy on this unit (when I can see it)

    Posted in: Data
  • 0

    posted a message on [Help] Ability that makes a unit invulnerable for 10 seconds

    @FunkyUserName: Go

    Thank you. Actually before posting this I attempted doing this and got most of it right. Thanks again :)

    Posted in: Data
  • 0

    posted a message on [Help] Ability that makes a unit invulnerable for 10 seconds

    I suck at making abilities. Title says it all, how do you make an ability that makes a unit invulnerable for 10 seconds. Thanks in advance

    -TerranMaster23

    Posted in: Data
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