I see, guess Im gonna have to make a dialog and make it run like a timer. I know the last 2 triggers can be combined into one, but I like them seperate, allows me to be a bit more organized. Thanks everyone :)
Hello everyone, this might a really stupid problem, however, I have a timer for every player in my map, so I have 4 players, means I have 4 timers. Now each player is supposed to see their own timer, however, for some reason, when I test I see all 4 timers. These are my triggers. This is the timer that is specifically made for player 2. I have 2 other triggers that show the timers too (posted below)
If you are wondering, every time the Wave Timer Window expires it spawn units (yes, I am making a TD)
these are the only 3 triggers that show the timer windows. and yet it shows me all 4 timers. Thanks in Advance
When you click "test document" you will play as player 1. Is there any way to test for any other player? This is because I have specific triggers for each player, and the only way I can see if they work is if I am that player, the triggers worked for player 1, but I cannot guarantee them working for the other players. So is there any thing that allows me to be any other player? Thanks
I seem to have a small problem :(
I duplicated a photo cannon and its actor. I changed the actor and many other things and called the new tower "storm tower". Now my problem is that whenever I double click a photon cannon the photon cannon gets unselected and rather all the storm towers gets selected. Anyone know a solution? Thanks
I might have not understood... but are you saying that the Zerg should be weak and give a lot of income, terran in-between, and protoss effective but give no income?
If it is that way I think it is a pretty cool idea :D
I was thinking about that... Zerg buildings lowers your income but also decreases # of minerals for each kill the killing player gets. I might go for that actually.
This is a guide to morph one building/unit to another building or unit.
This guide will show how to morph a pylon to an Obelisk
Note: Only the Data Editor is used to do this
Step 0 - Button
Open the Buttons tab
Make your button and call it "Upgrade to Obelisk" (You can call it what ever you want, however I will call it "Upgrade to Obelisk" in this tutorial)
Step 1 - Create the Ability
Open the abilities tab
Create an ability, the ability type is morph
Step 2 - Modifying the Ability
Click on the + sign next to "Stats: Flags"
The following things have to be Enabled: (Note: some of these are enabled by default)
1. Stats: Disable abilities
2. Stats: Fast Build
3. Stats: Interruptible
4. Stats: Ignore Collision
5. Stats: Ignore Placement
6. Stats: Ignore Unit Cost
7. Stats: Show progress
8. Stats: Suppress Movement
9. Stats: Wait Until Stopped
Part 2 of Abilities:
2X click on "Ability: Commands"
Click on "Execute"
Change button to "Upgrade to Obelisk"
Press "OK"
2X Click on "Ability: Info"
In the box, right click and click on "add unit"
Make the unit to Obelisk
2X click on Obelisk
You will find a section that says:
Info - Sections - Durations
Change the values to the following:
Abilities Delay 3.0000
Abilities Duration 0.0000
Actor Delay 2.5000
Actor Duration 0.5000
Collision Delay 3.0000
Collision Duration 0.0000
Facing Delay 3.0000
Facing Duration 0.0000
Mover Delay 3.0000
Mover Duration 0.0000
Stats Delay 3.0000
Stats Duration 0.0000
Step 3 - Actors
Go the the Actors tab
Find "Pylon"
2X click on Event:Events
Go to the bottom and right click "Add Event"
Change Msg Type to Ability Morph, and change sub name to "start"
Right click on AbilMorph.*.Start and click on "Add Term"
Again right click on AbilMorph.*.Start and click on "Add Term"
For the first one change the Term Type to "Morph From"
and Unit Link to "Pylon"
For the Second One Change the Term Type to "MorphTo" and Unit Link to "Obelisk"
Change "Action Damage Physics" to "MinimapIcon"
Right Click "Add Event"
Change Msg Type to "AbilMorph" and sub name to "start"
Add Term, change Term type to "MorphTo" and unit link to "Obelisk"
and Change Action Damage Physics to "Destroy"
Part 2 of Actors:
Find "Obelisk"
2X click on Event:Events
Go to the bottom and right click "Add Event"
Change Msg Type to Ability Morph, and change sub name to start
Do this twice: Right click on AbilMorph.*.Start and click on "Add Term"
For the first one change the Term Type to "Morph From"
and Unit Link to "Pylon"
For the Second One Change the Term Type to "MorphTo" and Unit Link to "Obelisk"
Change Action Damage Physics to "Create"
Step 4 - Final Stuff
Go to the Abilities tab, and change the cost of your ability to whatever you want
Hey everyone, I am working on a Tower Defense map and I would like some suggestions or any creative ideas!
Basically, you build structures that spawn units at the other team's base, while at the same time you build towers to defend. There will be a various number of towers to build from.
In the beginning of the game you will have three minutes to start defending and building structures that will (after the 3 minutes) start spawning units. Units will spawn at every minute (after the initial three minutes are over). There will be various amount of upgrades for the towers and the units.
Income:
The default income is 10 minerals for every 10 seconds. Building terran structures (that spawn terran units) adds a good amount of income to the initial income. However, killing terran units for the killing player also gives them a good amount of minerals for each kill.
Building protoss structures (that spawn protoss units) give no income, and the killing of protoss units give no minerals for the killing player.
Building Zerg structures (that spawn zerg units) give some income (less than terran), and the killing of zerg units give some minerals (less than terran) for the killing player.
If anyone has any creative ideas please let me know below. Thanks in advance!
0
@BasharTeg: Go
Good point. Thanks :)
0
@hobbidude: Go
I see, guess Im gonna have to make a dialog and make it run like a timer. I know the last 2 triggers can be combined into one, but I like them seperate, allows me to be a bit more organized. Thanks everyone :)
0
Hello everyone, this might a really stupid problem, however, I have a timer for every player in my map, so I have 4 players, means I have 4 timers. Now each player is supposed to see their own timer, however, for some reason, when I test I see all 4 timers. These are my triggers. This is the timer that is specifically made for player 2. I have 2 other triggers that show the timers too (posted below)
If you are wondering, every time the Wave Timer Window expires it spawn units (yes, I am making a TD) these are the only 3 triggers that show the timer windows. and yet it shows me all 4 timers. Thanks in Advance
0
@Charysmatic: Go
Thanks!
0
When you click "test document" you will play as player 1. Is there any way to test for any other player? This is because I have specific triggers for each player, and the only way I can see if they work is if I am that player, the triggers worked for player 1, but I cannot guarantee them working for the other players. So is there any thing that allows me to be any other player? Thanks
0
@TerranMaster23: Go
Can someone please help me solve this problem.
0
@FunkyUserName: Go
Thanks for your reply... but where do I find the alias name for the unit? Thanks
0
Hello everyone,
I seem to have a small problem :( I duplicated a photo cannon and its actor. I changed the actor and many other things and called the new tower "storm tower". Now my problem is that whenever I double click a photon cannon the photon cannon gets unselected and rather all the storm towers gets selected. Anyone know a solution? Thanks
0
@Topdog160: Go
Hey Topdog160, just wondering what software did you use to develop your game? Thanks :D
0
@StealthToast: Go
hmm... I see, that is a pretty good idea. Thanks!
0
@Crazio: Go
I might have not understood... but are you saying that the Zerg should be weak and give a lot of income, terran in-between, and protoss effective but give no income?
If it is that way I think it is a pretty cool idea :D
Thanks Crazio
@Mozared: Go
I was thinking about that... Zerg buildings lowers your income but also decreases # of minerals for each kill the killing player gets. I might go for that actually.
Thanks Mozared
0.962386511024643
This is a guide to morph one building/unit to another building or unit. This guide will show how to morph a pylon to an Obelisk Note: Only the Data Editor is used to do this
Step 0 - Button
Open the Buttons tab
Make your button and call it "Upgrade to Obelisk" (You can call it what ever you want, however I will call it "Upgrade to Obelisk" in this tutorial)
Step 1 - Create the Ability
Open the abilities tab
Create an ability, the ability type is morph
Step 2 - Modifying the Ability
Click on the + sign next to "Stats: Flags"
The following things have to be Enabled: (Note: some of these are enabled by default)
1. Stats: Disable abilities
2. Stats: Fast Build
3. Stats: Interruptible
4. Stats: Ignore Collision
5. Stats: Ignore Placement
6. Stats: Ignore Unit Cost
7. Stats: Show progress
8. Stats: Suppress Movement
9. Stats: Wait Until Stopped
Part 2 of Abilities:
2X click on "Ability: Commands"
Click on "Execute"
Change button to "Upgrade to Obelisk"
Press "OK"
2X Click on "Ability: Info"
In the box, right click and click on "add unit"
Make the unit to Obelisk
2X click on Obelisk
You will find a section that says:
Info - Sections - Durations
Change the values to the following:
Abilities Delay 3.0000
Abilities Duration 0.0000
Actor Delay 2.5000
Actor Duration 0.5000
Collision Delay 3.0000
Collision Duration 0.0000
Facing Delay 3.0000
Facing Duration 0.0000
Mover Delay 3.0000
Mover Duration 0.0000
Stats Delay 3.0000
Stats Duration 0.0000
Step 3 - Actors
Go the the Actors tab
Find "Pylon"
2X click on Event:Events
Go to the bottom and right click "Add Event"
Change Msg Type to Ability Morph, and change sub name to "start"
Right click on AbilMorph.*.Start and click on "Add Term"
Again right click on AbilMorph.*.Start and click on "Add Term"
For the first one change the Term Type to "Morph From"
and Unit Link to "Pylon"
For the Second One Change the Term Type to "MorphTo" and Unit Link to "Obelisk"
Change "Action Damage Physics" to "MinimapIcon"
Right Click "Add Event"
Change Msg Type to "AbilMorph" and sub name to "start"
Add Term, change Term type to "MorphTo" and unit link to "Obelisk"
and Change Action Damage Physics to "Destroy"
Part 2 of Actors:
Find "Obelisk"
2X click on Event:Events
Go to the bottom and right click "Add Event"
Change Msg Type to Ability Morph, and change sub name to start
Do this twice: Right click on AbilMorph.*.Start and click on "Add Term"
For the first one change the Term Type to "Morph From"
and Unit Link to "Pylon"
For the Second One Change the Term Type to "MorphTo" and Unit Link to "Obelisk"
Change Action Damage Physics to "Create"
Step 4 - Final Stuff
Go to the Abilities tab, and change the cost of your ability to whatever you want
Add the ability to the pylon
THE END
I hope I didn't miss anything
0
Hey everyone, I am working on a Tower Defense map and I would like some suggestions or any creative ideas!
(link if it doesn't show up: http://postimg.org/image/qvaigonz3/)
Income:
If anyone has any creative ideas please let me know below. Thanks in advance!
-TerranMaster23
0
@joecab: Go
Seems that I forgot to scale that down. I really appreciate the help. :D Thanks
0
Bump! I really need an answer for this. Thanks!