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    posted a message on Simple Blink question

    @NotDeadYet3: Go

    More like every ability that doesn't have a target. when you create the action its default is to display abilities that don't have a target, since blink targets a point, you need to change the blue "(" to "ability targeting point" and then search for blink.

    btw, that doesn't make you stupid, you learn from mistakes.

    Posted in: Triggers
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    posted a message on Bank problems.

    @Abion47: Go

    I am making a multiplayer arena type map, each player gets a hero, if he dies, (he needs to die, not stay at 1 health) he will respawn at the exact same spot after a period of time.

    I will announce my map in the future.

    Also, the behavior raynor, tychus etc used to not die, doesn't kill them, it drops them unconscious. And it would have been a great substitute if all the units i am using had the right animations.

    Anyway trigger works fine and with no issues :0 thanks for everyone who helped :)

    Posted in: Triggers
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    posted a message on Bank problems.
    Quote from Forge_User_11283377: Go

    This could realy solve the problem. Because a unit will be removed from the game after death (if you don't set the the deathtime in unit stats). After that Triggering Unit points to nothing and you get an exception because your array index gets -1.

    So here are the solutions: Set Stats- Deathtime to e.g. 30sec so the Hero is not removed when you want to use it for indexes or save the playernumber in a local variable so you are independet from the hero variable

    Thank you very much, local variable did indeed work, also, I learned something new :)

    Quote from Forge_User_11283377: Go

    BTW:

    Triggering Unit, Last restored Unit etc. are functions that grant access to (local) variables wich are linked with each trigger execution. The clue with local vars is that u write instead of

    Now you can easly change the all your comparision stc without clicking through all but only changing the definition of hero.

    Cheers Then

    They array for the unit is used in many different triggers and I prefer having a general one instead of a local one.

    Posted in: Triggers
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    posted a message on Bank problems.

    The variables are all global, and if I wouldn't use the [owner of triggering unit -1] i would have to copy and phaste 10 times and change it from 0-9 since there are 10 players and each one has its slot in the array, player one has [0], player 2 has [1] etc...

    also the wait has nothing to do with it since the error displayed mentions the problem is located at the action of Restore Unit. so it reaches it nonetheless.

    What I dont understand is whats wrong with the restore unit actions? they seem to use all the right data.

    Posted in: Triggers
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    posted a message on Bank problems.

    Hey people, I am trying to make a hero reviving method via banks, basically when a unit takes damage, its position, owner, angle and type are saved into a bank, and if it dies it restores him in those specific locations.

    Trigger #1:

    StoreUnit
    
        Events
    
            Unit - Any Unit is attacked
    
        Local Variables
    
        Conditions
    
        Actions
    
            General - If (Conditions) then do (Actions) else do (Actions)
    
                If
    
                    (Triggering unit) == HeroUnits[((Owner of (Triggering unit)) - 1)]
    
                Then
    
                    Bank - Store unit (Triggering unit) as "Type" of section "Unit" in bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Save bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Store point (Position of (Triggering unit)) as "Position" of section "Unit" in bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Save bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Store real (Facing of (Triggering unit)) as "Angle" of section "Unit" in bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Save bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Store integer (Owner of (Triggering unit)) as "Owner" of section "HeavyTest" in bank Banks[((Owner of (Triggering unit)) - 1)]
    
                    Bank - Save bank Banks[((Owner of (Triggering unit)) - 1)]
    
                Else
    

    Trigger #2:

    RestoreUnit
    
        Events
    
            Unit - Any Unit dies
    
        Local Variables
    
        Conditions
    
            Or
    
                Conditions
    
                    (Triggering unit) == HeroUnits[0]
    
                    (Triggering unit) == HeroUnits[1]
    
                    (Triggering unit) == HeroUnits[2]
    
                    (Triggering unit) == HeroUnits[3]
    
                    (Triggering unit) == HeroUnits[4]
    
                    (Triggering unit) == HeroUnits[5]
    
                    (Triggering unit) == HeroUnits[6]
    
                    (Triggering unit) == HeroUnits[7]
    
                    (Triggering unit) == HeroUnits[8]
    
                    (Triggering unit) == HeroUnits[9]
    
        Actions
    
            General - If (Conditions) then do (Actions) else do (Actions)
    
                If
    
                    (Unit type of (Triggering unit)) == Merc - Marine (Merc Marine)
    
                Then
    
                    General - Wait 15.0 Real Time seconds
    
                    Bank - Restore "Type" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] for player (Load "Owner" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as integer value) at (Load "Position" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as point value) facing (Load "Angle" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as real value)
    
                    Variable - Set HeroUnits[((Owner of (Triggering unit)) - 1)] = (Last restored unit)
    
                Else
    
                    General - Wait 25.0 Real Time seconds
    
                    Bank - Restore "Type" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] for player (Load "Owner" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as integer value) at (Load "Position" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as point value) facing (Load "Angle" of section "Unit" from bank Banks[((Owner of (Triggering unit)) - 1)] as real value)
    
                    Variable - Set HeroUnits[((Owner of (Triggering unit)) - 1)] = (Last restored unit)
    

    I run the game and test it by killing the unit which is variabled as HeroUnits[0]

    he dies and 25 seconds later I get an error message. I'm new to banks so where did I go wrong ?

    Posted in: Triggers
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    posted a message on Dialog - how do you do this?

    Its a custom texture made outside the editor then imported. the text and costs i believe are made via triggers.

    Posted in: Triggers
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    posted a message on "Toss Grenade" ...Resetting the charges to max?

    @ResolveHK: Go

    You're welcome, but keep in mind that what you used was exclusive to only a few abilities,

    and if you would want to do the same trigger for an ability such as stimpack your original method would have worked.

    Posted in: Triggers
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    posted a message on "Toss Grenade" ...Resetting the charges to max?

    @ResolveHK: Go

    Try

    Action- Add -2.0 charges used for charge "RaynorTossGrenade" on unit (picked unit)

    its an action called "add charges used for unit"

    if it works try the same for the clear one, change it 'clear charges used for unit' and change the string to "RaynorTossGrenade"

    Posted in: Triggers
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    posted a message on Any idea how to create ......

    @Jinxxx123: Go

    You've asked a hard question, if they knew the answer they would have given it to you, but they don't. instead they gave you an idea that might help and bumped your thread.

    Good luck with that project, its gonna take a lot of data work, that I have no clue how to accomplish.

    Posted in: Data
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    posted a message on "Toss Grenade" ...Resetting the charges to max?

    Are you sure the string is "Abil/TossGrenade" or is it "RaynorTossGrenade" on an action "add charges to unit" not "unit ability"

    Posted in: Triggers
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    posted a message on The Help!

    @Nersor: Go

    Keep in mind that there is no magical button that automatically teaches all you need to know about the editor.

    I've been using that tool since it first came out during the beta, and I still frequently learn new things, but don't let that scare you.

    Remember that the best way to learn is to experiment, just toy around with it, no button you press will make your computer self destruct.

    And if you make a mistake, figuring what it is the the best part, because you learn so much from it.

    Posted in: General Chat
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    posted a message on Walking under Bridges

    I remember seeing it done a long time ago, before beta even ended I think. Marines were passing along happily on and under the bridge. Tried but couldn't find it though :(

    Posted in: Terrain
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    posted a message on Phoenix behaviour.

    @scmapcritic: Go

    If what you say is true the only workaround I can think of is making a tiny phoenix, and attaching a larger scaled viking to its "center" point, so the phoenix will move and turn, but viking will look like its doing it.

    Posted in: Miscellaneous Development
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    posted a message on Phoenix behaviour.

    @scmapcritic: Go Is the arc of the weapon 360? if it is the reason is obvious, if it isnt, then it might have something to do with the model. try taking an ordinary phoenix, and changing model file of the model in the actor to viking.

    Posted in: Miscellaneous Development
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    posted a message on Phoenix behaviour.

    @summerloud: Go

    Might be a late reply, but to new people viewing this, the solution is to go to the weapon the unit (this case: viking) is using and under options, uncheck "Only fire while attacking", allowing the unit to attack even when issued and order such as move, and preferably also to uncheck "Only fire at attack target" but still make sure that "allowed movement" is set to "moving" and for unit facing, arc shouldn't be 360.

    Posted in: Miscellaneous Development
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