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    posted a message on Referring To A Specific Inventory Slot

    "Inventory Item Slot" returns the slot for an item. If you want to get the item of slot x you have to pick all items in the inventory and check if the picked item is in slot x.

    Posted in: Triggers
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    posted a message on [Work-Arounded]: How to simulate an item use with triggers

    The inventory ability has two commands to use items "Item Use (Instant)" and "Item Use (Target)". You can issue an order to your unit to use those ability commands. However you have to include the item you want to use into the order before. You can do this via custom script using the function "OrderSetTargetItem(order,item)".

    Posted in: Triggers
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    posted a message on Automated generating of map previews

    The editor offers that under Data -> Map Image Export. You can also specify what you want to be displayed in the preview like doodads/fogs etc.
    You still have to save and import that image though.

    Posted in: General Chat
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    posted a message on Damage depending on casters vitals

    @Zytrug: Go
    Wow, that sounds nice :) Will try that out, thanks!
    @abvdzh: Go
    I want to avoid triggers since it's an effect that runs every 0.5 seconds by up to about 200 units at the same time.

    Posted in: Data
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    posted a message on Damage depending on casters vitals

    Hi guys, I am stuck with an effect I am trying to make.

    I have a caster that constantly gains shields. I am trying to create an effect that damages the target's shields by the amount of the casters current shields. How would I do this? I tried it with a Create Healer effect but it does not allow negative values, also can't seem to make it work with damage or modify unit effects...

    Any Ideas? :)

    Posted in: Data
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    posted a message on Game link - upgrade variables not working while stored in records

    Hm... that makes no sense indeed, seems to be some kind of bug. However, since game Links are nothing else than strings in galaxy, you should be able to avoid the problem accessing the variable in custom script instead of making a game link to string conversion.

    Posted in: Triggers
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    posted a message on Game link - upgrade variables not working while stored in records

    Records are no variables, you need to create a variable first and set it's type to -Record -> Your record.

    Posted in: Triggers
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    posted a message on [SOLVED] Help with multi-language support

    Did you just add/remove folders? There is a component list inside each map (I believe it's called ComponentList.SC2Components or something like this), open it with a text editor and add/remove the locales you want in there.

    Posted in: Miscellaneous Development
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    posted a message on How to create a town?

    I'm trying to create a town for my RPG but I am kind of stuck in it... (screens attached below).
    I want it to be a relatively small town, but the biggest/main town of the planet with the possibilities to defend itself (there's a zerg base in the south).
    So my question is, what could I add/change to improve the town? Also do the roads fit (they take away so much space and the town is small, but what else could I take instead)? Same goes for the skyscrapers, too much people would live there, but with those simple houses only it would look like it's just a bunch of ten families living there...

    You see I am pretty desperate about this map, I would be happy if I could get some advice for it :)

    Posted in: Terrain
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    posted a message on Buttons can not be seen by friend.

    Could it be a screen resolution problem? (Maybe buttons are below another dialog item or outside the screen on some resolutions).

    Posted in: General Chat
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    posted a message on How do I save a hero's inventory in a bank

    You can use "Store unit" to save a unit in a bank. It will also save information like the items in the unit's inventory.

    Posted in: Data
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    posted a message on Should be a simple problem

    Are you using the default campaign Hero Death Prevention behavior? This behavior runs an effect when the unit takes fatal damage (damage that kills it). Using the event "Effect used" should help you here (the effect in this case would be "Valerian02a - Apply Incap Behavior").

    Posted in: Triggers
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    posted a message on Using catalog triggers

    I believe what you are trying to do can be solved data-only.
    Make your ability apply a behavior to the caster and modify the field "Vital gained from Damage Dealt - Damage Kind" to the percentage you want (you can differ various damage types like spell or melee and what vitals you want to gain).

    Posted in: Triggers
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    posted a message on Issue order: attack TO unit

    The order you are looking for is called "scan-move". No need to do something complicated here ;)

    Posted in: Triggers
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    posted a message on Kill for life trigger

    @Rice87: Go Because Killing unit is the killer and Triggering unit (where you take maximum life from) is the the unit that got killed. So your hero gets enemy unit's life+1.

    Posted in: Triggers
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