i am working on my hero leveling system. based on dialog / dialog items which are shown when the hero levels. so the player can pick the bonus. now i got a problem, when a unit level more than 1 level (getting so much exp that he jumps to level 2) the dialog will be shown more than 1 time(at exact same place) and the interface is bugged after. seems like a new dialog is shown over the old one and i cant reach the dialog items with clicks, cause the linked items are under the new dialog.
i am working on my levelsystem. And i need to show a dialog to the player of the leveling unit.. so he can pick the bonus.
Event - Any Unit gains experiance Level
Condition - Unit is in isSniper
Action - Create Dialog, Create Dialog Label, Buttons and so on... ,Set Sniperdialog = last created dialog
now i need to "show" the dialog to the player from the leveling unit. but i only found ways to show this dialog to all players, active players or playergroups. is there a way to show it to the player of triggering unit?
when i startet the map like 8 weeks ago, i allowed hidden for each spell, cause i thought its for invisible units ;))) now i have to change everything :)
I gave the cargo unit the flag "worker" and excluded that from the search effect. now it works... but i still want to now what exactly cargounits are :/
i am using vehicles on my map. Units can use them... Now i got a strange bug, the unit inside the vehicle getting damage from its own spells, when the generated as persistent on a area and hit the vehicle
I disabled nearly each target filter... but nothing worked. ally, self ...
CARGO unit from the vehicle allways getting damage when the spell is used - exactly 1 periodic area effect. Can someone tell me as what "cargo" units are? maybe i can fix the problem than
I tryed it. That does not work for an Inventoryability.
My Problem is, i dont want this invetory in the missions where its not needed. :/ All i can do is disable, but its still shown. Hide only works on normal abilitys and not on Iteminterface
i want to add a inventory for some players, just for a single mission. I created all data now, but i am not sure how to give this ability with a trigger. I read i have to do this with adding a behavior and this behavior will add the ability.
But i dont know what kind of behavior i need and where i can choose the ability in the behavior. just found enable and disable... :/
i want a capture the flag mission on my map. I got no Items on my map. But Powerups. 2 Teams facing.
I thought about handeling that with a pickup, than add a behavior, and bring unit with that behavior in a region. But i am not sure what to do, to show the "flag" when its taken. and i need to get 2 different flags ... so that 1 flag is only pickable for team 1 and the other for team 2. And when a unit with the behavior dies, or captures the flag on a region, die behavior need to be removed after and pickup respawned. i am not sure how to handle all this stuff, some ideas would be nice! gogo :)
i got new problems with my map. ;) I created pickup powerups along time ago, some of them got nice effects, because i used finished abilitys and changed them to have the right effect.
But now i got a Damage pickup which gives +10 damage for 20 sec, but got no effect on it. I want a visual effect, that shows everyone "this unit has extradamage". any ideas how to handel this? i thought about a periodic effect, which shows each sec on the unit, but i dont know how to handel this, tryed alot.
well, i am using "or", cause i want this thing to trigger with each combination of friendly/enemy user players. maybe there is a faster way to do that? but this one is also very easy, just copy paste and change player.
X10 just means for 10 players, cause i not wanted to write all down
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Hi guys,
i am working on my hero leveling system. based on dialog / dialog items which are shown when the hero levels. so the player can pick the bonus. now i got a problem, when a unit level more than 1 level (getting so much exp that he jumps to level 2) the dialog will be shown more than 1 time(at exact same place) and the interface is bugged after. seems like a new dialog is shown over the old one and i cant reach the dialog items with clicks, cause the linked items are under the new dialog.
someone got an idea how to fix this?
0
Thanks man :)
0
Hi there,
i am working on my levelsystem. And i need to show a dialog to the player of the leveling unit.. so he can pick the bonus.
Event - Any Unit gains experiance Level Condition - Unit is in isSniper Action - Create Dialog, Create Dialog Label, Buttons and so on... ,Set Sniperdialog = last created dialog
now i need to "show" the dialog to the player from the leveling unit. but i only found ways to show this dialog to all players, active players or playergroups. is there a way to show it to the player of triggering unit?
thanks!
0
thanks :)
i could HIT myself in the face right now...
when i startet the map like 8 weeks ago, i allowed hidden for each spell, cause i thought its for invisible units ;))) now i have to change everything :)
0
ok MAYDAYMAYDAY ...
i cant use flags for the unit to exclude it, cause the same unit is fighting against these vehicles maybe.
so i need to find out what cargo units are...
0
I gave the cargo unit the flag "worker" and excluded that from the search effect. now it works... but i still want to now what exactly cargounits are :/
0
Hi there,
i am using vehicles on my map. Units can use them... Now i got a strange bug, the unit inside the vehicle getting damage from its own spells, when the generated as persistent on a area and hit the vehicle
I disabled nearly each target filter... but nothing worked. ally, self ... CARGO unit from the vehicle allways getting damage when the spell is used - exactly 1 periodic area effect. Can someone tell me as what "cargo" units are? maybe i can fix the problem than
0
Noone? :o(
0
I tryed it. That does not work for an Inventoryability.
My Problem is, i dont want this invetory in the missions where its not needed. :/ All i can do is disable, but its still shown. Hide only works on normal abilitys and not on Iteminterface
Someone know how to fix my problem?
0
Hi,
i want to add a inventory for some players, just for a single mission. I created all data now, but i am not sure how to give this ability with a trigger. I read i have to do this with adding a behavior and this behavior will add the ability.
But i dont know what kind of behavior i need and where i can choose the ability in the behavior. just found enable and disable... :/
Can some one tell me please?
0
Hi guys,
i want a capture the flag mission on my map. I got no Items on my map. But Powerups. 2 Teams facing. I thought about handeling that with a pickup, than add a behavior, and bring unit with that behavior in a region. But i am not sure what to do, to show the "flag" when its taken. and i need to get 2 different flags ... so that 1 flag is only pickable for team 1 and the other for team 2. And when a unit with the behavior dies, or captures the flag on a region, die behavior need to be removed after and pickup respawned. i am not sure how to handle all this stuff, some ideas would be nice! gogo :)
thx
0
Hi there,
i got new problems with my map. ;) I created pickup powerups along time ago, some of them got nice effects, because i used finished abilitys and changed them to have the right effect.
But now i got a Damage pickup which gives +10 damage for 20 sec, but got no effect on it. I want a visual effect, that shows everyone "this unit has extradamage". any ideas how to handel this? i thought about a periodic effect, which shows each sec on the unit, but i dont know how to handel this, tryed alot.
Help please... :o(
0
http://img141.imageshack.us/i/killtrigger.jpg/
well, i am using "or", cause i want this thing to trigger with each combination of friendly/enemy user players. maybe there is a faster way to do that? but this one is also very easy, just copy paste and change player.
X10 just means for 10 players, cause i not wanted to write all down
0
got a working trigger now. no variables needed.(just the gobal killcounter)
condition: OR X10 Owner of killing unit (All USER Players here)
OR X10 Owner of triggering unit (ALL USER Players here)
Owner of triggering unit =! owner of killing unit
Player (Killing Player) treats Player (Triggering Player) als enemy = true
0
i tested it 3 times like that, there are no kills generated on the scoreboard :(