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    posted a message on How to make picked item dont affecting current hp

    I've created item, that increases max unit hp by 100. But here is one problem. If unit take off item, it won't lost hp, but is it pick it again it will gain additional hp. So currently is possible to fast healing units by picking and taking off items. How to workaround it(for example make only max hp bigger, but not cuurrent hp)?

    Posted in: Data
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    posted a message on Item enabling ability bugged.

    I am trying to make item that enables ability to charge. I've made behavior "item - amulet of charge" added to unit when item equipeed. It works, but not at all. Sometimes ability only getting garyed(disabled, but not hidden), and sometimes if i move it on equip slot it doesnt enables ability(need to move couple times to view it).

    My trigger:

    Quote:

    <> - Amulet - Charge
    Events
    Unit - Any Unit Moves Any Item
    Unit - Any Unit Drops Any Item
    Unit - Any Unit Picks Up Any Item
    Local Variables
    Conditions
    (Unit type of (Triggering inventory item)) == Item (Inventory) - Amulet of Charge
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    ((Triggering unit) has item - Amulet of Charge) == true
    Then
    Unit - Enable the Zealot - Charge ability for (Triggering unit)
    Unit - Show the Zealot - Charge ability for (Triggering unit)
    Else
    Unit - Hide the Zealot - Charge ability for (Triggering unit)
    Unit - Disable the Zealot - Charge ability for (Triggering unit)

    Posted in: Data
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    posted a message on Unbinding spacebar from alert

    Same question.

    Posted in: Miscellaneous Development
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    posted a message on Passing params to triggers

    Och, didn't know that tag can be timed, thanks for help - now i can finish my map.

    Anyway it don't solve my question(at all).

    Posted in: Triggers
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    posted a message on Passing params to triggers

    Och, you dont understand. I want destroy tag after 5 seconds, but cant place wait in function that creates it(or orders to create).

    Searching script removing units many times per second, and cant place there any waits.

    Posted in: Triggers
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    posted a message on Passing params to triggers

    Ok, so in my game i have some triggers, that searching for the sequences of elements in map. Now i want make text tab if here are 3 same elements, and remove it, so I made function, that removing units. Problem is text tag, it must be removed after 5 seconds. So i think only way is make trigger(threaded), that will be called from function(not threaded), than will wait 5 second and destroy text. Problem is that i cant pass anything to triggers via global values, becase this often getting bad. I tried events, but they're probally not ready jet, true? Have you any idea to solve my problem?

    Posted in: Triggers
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    posted a message on [Trigger]Ability need supply to be casted

    Unit uses ability. Triggering unit refers to unit that used skill, so everything should be ok.

    I am sure, that problem is in Cost of ability function.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger]Ability need supply to be casted

    I have ability that launches trigger, witch creating units. I couldnt find where I can find supply needed to cast, so i made trigger:

    -if player supply used < player supply made

    -then create unit

    -else give back energy

    And I am in trouble here. My code looks like:

    Unit - Set (Triggering unit) Energy to (((Triggering unit) Energy (Current)) + (Energy cost of skill))

    And this returns error:

    Trigger Error in 'gt_skill_Func': Catalog field 'Cost.Vital[Energy]' could not be read (Core: a required object could not be found)

    I've set energy cost to 5 points and it works(not trigger - energy ingame system works). So what's wrong?

    Posted in: Miscellaneous Development
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    posted a message on [Data]Ability casted only on unit.

    I have problem with my ability. I've copied feedback, but my own ability can be casted anywhere(on ground, loosing energy and no effect), and on units(with energy, so thats good). How to make ability unable to cast on ground(only on units)?

    Posted in: Miscellaneous Development
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    posted a message on Directional sight

    How to make unit able to look in one direction only? I want not circle, but something like V (like in fps), at back and next to the unit is fog of war, only front is discovered. Any solution?

    Posted in: Miscellaneous Development
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    posted a message on [Data]Using 2 weapons in same time.

    I am trying to make loki firing he's main weapon and hyperion's lasers at same time. I've unchecked all flags in both weapons(only "Can initiate attack" left), and added lasers on "Free Rorate" turret. When he's moving he fire laser, but when I'm trying order to attack something he attacking only with he's main weapon(armagedon cannon), not lasers. Any help?

    Posted in: Miscellaneous Development
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    posted a message on Triggered unit attacks

    Environment - Execute Thor - Anti Air (Launch Missile) at (Point((Mouse X position clicked in the world), (Mouse Y position clicked in the world), (Mouse Z position clicked in the world))) from Dropship Unit

    Currently appears nothing.

    Posted in: Miscellaneous Development
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    posted a message on Triggered unit attacks

    I want to create "missiles" with triggers, so i'm trying to create effect on unit(my hero - dropship) at point(for example for thor aa weapon - missile launch, target is mouse click possition), but it not working. Is here another, simple way?

    Posted in: Miscellaneous Development
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    posted a message on Sniper round affecting driver

    I am trying to improve sniper round - it should affect driver(1st cargo unit).

    To do this, I created effect Sniper(set), Sniper(Damage), Sniper(Cargo)

    Sniper(set) sets other effects to targeting unit(like Damage in normal Sniper Round).

    Sniper(Damage) Does 50 damage to biological targets

    Sniper(Cargo) Should(IMO) iterate tough cargo units and apply Sniper(Damage), but it not works(Effect is set to Sniper(Damage), Unit+ (Target, Sniper(Damage), Maximum number 1).

    Someone can tell me what I'm doing wrong, or how to do it better?

    Posted in: Miscellaneous Development
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    posted a message on Map Publishing FAQ

    When I'm trying to workaround I'm getting error - no servers available. WTF?

    Posted in: Miscellaneous Development
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