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    posted a message on Corrupted ability data??? [Unsolved-Closed]

    @Dekuleaf: Go

    Restarting project so data issue is no longer relevant.

    Posted in: Miscellaneous Development
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    posted a message on Save the terrain....? [Solved]

    @LiQuiDPwNiuM: Go

    lol just figured that out. worked well enough

    Posted in: Miscellaneous Development
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    posted a message on Save the terrain....? [Solved]

    In light of my unexplainable data corruption: is there any way to export simply all terrain layers from a map?

    Or, if I can wipe the maps data files and keep other work, I'm fine with redoing all of my unit mods as most of them, at this point, were relatively minor.

    also, can you have terrain dialog windows open for 2 separate maps? Then copy and paste should suffice.

    Posted in: Miscellaneous Development
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    posted a message on Corrupted ability data??? [Unsolved-Closed]

    @Eiviyn: Go

    lol no. set to "a" but dont freak out. all standard movement/attack ect. hot keys have been moved from conflicting positions.

    cant be an issue there cause clicking the ability icon wont even cast it.

    Posted in: Miscellaneous Development
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    posted a message on Corrupted ability data??? [Unsolved-Closed]

    :/ nothing at all? i know its kinda a brief description but i don't even know where to start with this.

    kinda really screws me over cause i'm pretty close to finishing an alpha concept for this game. but....... no. REJECTED! and loosing all the data sounds like a very depressing result -,-

    Posted in: Miscellaneous Development
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    posted a message on Hardcore triggering...Connect the dots!

    Dots

    got your back bro

    Posted in: Miscellaneous Development
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    posted a message on Corrupted ability data??? [Unsolved-Closed]

    well... my sentries will not cast force-field. click the button and it says "error". hit the hot key, it says "error". I hadn't modified any data on this ability except the hot key, and it was working earlier....

    anybody have any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Creating a Unit Respawn Trigger [Solved]

    @Dekuleaf: Go

    oh, forgot to mention that the unit actually spawns from the clicking of a dialog button:

    Class Selection -> Unit Spawn
        Events
            Dialog - Any Dialog Item is Clicked by Player (Triggering player)
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Disruptor
                Then
                    Unit - Create 1 Disruptor for player (Triggering player) at (Start location of player 1) facing (Position of (Triggering unit)) (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Tank
                Then
                    Unit - Create 1 Tank (Assault Mode) for player (Triggering player) at (Start location of player 1) facing (Position of (Triggering unit)) (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Scout
                Then
                    Unit - Create 1 Scout for player (Triggering player) at (Start location of player (Triggering player)) facing (Position of (Triggering unit)) (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Soldier
                Then
                    Unit - Create 1 Marine for player (Triggering player) at (Start location of player 1) facing (Position of (Triggering unit)) (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Assassin
                Then
                    Unit - Create 1 Assassin for player (Triggering player) at (Start location of player (Triggering player)) facing (Position of (Triggering unit)) (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Gaurdian
                Then
                    Unit - Create 1 Guardian for player (Triggering player) at (Start location of player 1) facing (Position of (Triggering unit)) (No Options)
                Else
            Dialog - Hide Class Selection for (Player group((Triggering player)))
            Camera - Zoom camera for player (Triggering player) at (Start location of player (Triggering player)) from ((Real(Default Camera Distance)) + 8.0) to Default Camera Distance over 1.5 seconds
            Unit Selection - Select (Last created unit) for player (Triggering player)
    
    Posted in: Miscellaneous Development
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    posted a message on Creating a Unit Respawn Trigger [Solved]

    Took a few day sabbatical from my map and came back with a spark of genius. the dialog box was created via another trigger at initialization. this is the trigger that I am now using:

        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Player (Picked player) Supplies Used) == 0
                        Then
                            Dialog - Show Class Selection for (Player group((Picked player)))
                        Else
    

    if anyone sees a major flaw, let me know

    Posted in: Miscellaneous Development
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    posted a message on Creating a Unit Respawn Trigger [Solved]

    Nice trigger. it's sexy.... if game code can be such. I'm not well versed in the multifunctions of global variables so it's good to see some examples

    Unfortunately I don't think it helps for this specific issue.

    what i need is something for the events and conditions that says: anytime a player's unit count = 0 create dialog box for that player.

    i have the actions i want already; a dialog box from which the player chooses what to spawn as.

    Posted in: Miscellaneous Development
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    posted a message on Creating a Unit Respawn Trigger [Solved]

    So I'm working on an arena game in which each player controls one hero unit at a time. I have a good trigger that allows players to choose a unit type and spawn when the map initializes, but I'm having trouble making one that triggers when a players unit dies. This trigger need to independent for each player and occur when that player's unit dies. Possibly add a timer in there that makes it so they have to wait 5 seconds to spawn. something of that nature.

    I have the dialog actions set up for the trigger i just cant seem to find event/condition that activate the trigger for each player respectively when their units die.

    Posted in: Miscellaneous Development
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    posted a message on Custom ability expert needed

    @Dekuleaf: Go

    bump

    Posted in: Miscellaneous Development
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    posted a message on How do I change the size/radius of Protoss shields? [Partially solved]

    Hey is it possible to get a shield outline on the unit wireframe when adding shields to terran units?

    and when you say "enable shields" is there more to it than simply modding the max and starting shield value?

    Posted in: Miscellaneous Development
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    posted a message on Custom ability expert needed

    aight I found the Vital regen thing so that should be good. but i cant seem to piece together a working ability. i have a behavior (BehaviorBuff) to do the shield regen. i have an effect (EffectApplyBehavior) attached to the behavior

    I Have an ability that I have tried work with as AbilBehavior, AbilEffect, and AbilEffectInstant. my effect does not show up on the list of possible values. what am i missing?

    I also have a button made and ready.

    Posted in: Miscellaneous Development
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    posted a message on Custom ability expert needed

    @RileyStarcraft: Go

    Ah!!! That makes sense, I'll try that. thanks

    Posted in: Miscellaneous Development
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