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    posted a message on I must be missing something...

    @Tudentau: Go

    One thing to check is the command flags, namely 'show in glossary' and the button state (available/repressed/suppressed). Another is to just check the command cards and make sure the buttons are still linked to abilities.

    Also, yes, for a dummy ability to do anything, there needs to be a dummy effect.

    If you want specific aid for your map, you may want to post it.

    Posted in: Data
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    posted a message on Unit assist in building training.

    I am trying to set up a system in which a unit can speed up the progress of a building's training. I looked into how the repair ability works, but I can't puzzle it out enough to re-apply it, if that's even possible.

    Can anyone help?

    Posted in: Data
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    posted a message on Vacuum Effect

    This is possible using force effects.

    Create a force effect that applies force towards the source point.
    Create a behavior that periodically does this every 0.0625 seconds (smoothly)
    Create a apply behavior for this behavior and a search that uses the apply effect.
    Go to the force effect and set the source point to be [search effect name]:source point.
    Create a validator that judges when the distance between (source point) and (target point(indiviual unit targetted by search)) is less than a distance.
    Use this validator in the remove validator for the behavior.

    Either attach the search to an ability, or use the search in a trigger. Done.

    Posted in: Data
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    posted a message on Construction time remaining?

    @samwise210: Go

    Bumping. This is the only thing standing between me and a full supreme commander (or CnC) style map.

    Posted in: Triggers
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    posted a message on Construction time remaining?

    Is there some way to get the construction time remaining after the Event Unit Construction Progesss ?

    I'm trying to set a trigger up to subtract a certain amount of minerals/vespene every second based on (cost/build time), but because I have multiple builders with multiple speeds and many buildings, I don't want to set each individual variable statically for each building.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Trigger-created Actors and Black Mask

    Thanks, that worked great!

    Posted in: Miscellaneous Development
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    posted a message on Third Person Shooter (TPS) engine - Download if you need one

    Hi, While testing the engine in preparation for implementation, I have modified the traceline command so that air units can be shot. I also made the slight change of allowing enemies not of player 15.

    Attached, for those who want it, is the version with those changes.

    Posted in: Triggers
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    posted a message on Trigger-created Actors and Black Mask

    I'm making a map with a dynamically-created maze and having problems with how actors(doodads) are interacting with the Black Mask fog of war.

    When I set the fog to grey mask (or change 'Hidden' to disabled in Black Mask in the data editor) actors will appear after being created via the trigger editor. However, if I use black mask with hidden disabled, the triggers will not appear at all.

    I want the walls and stairs to appear on the map after being explored, but not before. Is there a way to do this?

    Thanks in advance.

    Posted in: Miscellaneous Development
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