• 0

    posted a message on [Solved] Timer Problem

    @BasharTeg: Go

    Good point. Thanks :)

    Posted in: Triggers
  • 0

    posted a message on [Solved] Timer Problem

    @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 :)

    Posted in: Triggers
  • 0

    posted a message on [Solved] Timer Problem

    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)

    Wave Timer Bottom Left
        Events
            Timer - Elapsed time is 0.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Timer - Start Wave Timer Bottom Left as a One Shot timer that will expire in 180.0 Game Time seconds
            Variable - Set Wave Timer Bottom Left = (Last started timer)
            Timer - Create a timer window for (Last started timer), with the title "Next Wave in:", using Remaining time (initially Visible)
            Variable - Set Wave Timer Window Bottom Left = (Last created timer window)
            Timer - Show (Last created timer window) for (Player group(2))
    
    Units = 0 Bottom Left
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 4
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in Bottom Left Base owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) <= 0
                Then
                    Timer - Start Wave Timer Bottom Left as a One Shot timer that will expire in 30.0 Game Time seconds
                    Timer - Show Wave Timer Window Bottom Left for (Player group(2))
                    Timer - Start Secret Timer Bottom Left as a One Shot timer that will expire in 0.1 Real Time seconds
                Else
    
    Units > 0 Bottom Left 2
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 4
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in Top left Base owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
                Then
                    Timer - Hide Wave Timer Window Bottom Left for (Player group(2))
                Else
    

    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

    Posted in: Triggers
  • 0

    posted a message on Can you be another player when testing your map?

    @Charysmatic: Go

    Thanks!

    Posted in: General Chat
  • 0

    posted a message on Can you be another player when testing your map?

    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

    Posted in: General Chat
  • 0

    posted a message on (Solved) Double clicking help

    @TerranMaster23: Go

    Can someone please help me solve this problem.

    Posted in: Data
  • 0

    posted a message on (Solved) Double clicking help

    @FunkyUserName: Go

    Thanks for your reply... but where do I find the alias name for the unit? Thanks

    Posted in: Data
  • 0

    posted a message on (Solved) Double clicking help

    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

    Posted in: Data
  • 0

    posted a message on Made my First Android Game!

    @Topdog160: Go

    Hey Topdog160, just wondering what software did you use to develop your game? Thanks :D

    Posted in: General Chat
  • 0

    posted a message on TD map I am working on

    @StealthToast: Go

    hmm... I see, that is a pretty good idea. Thanks!

    Posted in: General Chat
  • 0

    posted a message on TD map I am working on

    @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

    Posted in: General Chat
  • 0.962386511024643

    posted a message on [Data] Morphing Units

    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

    Posted in: Tutorials
  • 0

    posted a message on TD map I am working on

    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.
    • This here is the basic concept of this TD:

    Basic Concept Map

    (link if it doesn't show up: http://postimg.org/image/qvaigonz3/)

    • 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!

    -TerranMaster23

    Posted in: General Chat
  • 0

    posted a message on Footprints

    @joecab: Go

    Seems that I forgot to scale that down. I really appreciate the help. :D Thanks

    Posted in: Data
  • 0

    posted a message on Footprints

    Bump! I really need an answer for this. Thanks!

    Posted in: Data
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