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    posted a message on How do I make my missile the rolling baneling?

    Cool, :D I guess I was thinking about that, cause in Wc3 it was quite simple with the "Animation" thing, well, thanks :D

    Posted in: Data
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    posted a message on How do I make my missile the rolling baneling?

    I see that there is no model for a rolling baneling, and I have no idea how to do it, please help?

    Posted in: Data
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    posted a message on What in my trigger makes the boss spawn twice?

    And so I see. Thanks for the detailed explanation, I can't believe I didn't see how since my integer is equal to "20" already, it will run again due to the fact that the comparison I used is "<="

    I see the "run trigger" function, yes I wonder why I never thought of using that, might as well just run it every wave. Thanks very much!

    Posted in: Triggers
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    posted a message on requesting help for a sell fonction

    Why don't you just use salvage which removes the towers, then grants the sell amount.

    I use this trigger for my TD.

        Events
            Unit - Any Unit uses Sell - Sell Tower at Generic3 - Execute stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            Player - Modify player (Owner of (Triggering unit)) Minerals: Add (Integer(((Unit type of (Triggering unit)) Bounty (Minerals))))
            Text Tag - Create a text tag with the text ("+" + ((Text(((Unit type of (Triggering unit)) Bounty (Minerals))) with Any Precision decimal places) + "</c>")) for (Player group((Owner of (Triggering unit)))), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0, initially Visible, and fog of war enforcement set to false
            Text Tag - Set the velocity of (Last created text tag) to 0.2 coordinates per second at an angle of 90.0 degrees from horizontal
            Text Tag - Set Duration time for (Last created text tag) to 2.5 seconds
    

    Set the "Bounty Minerals" for each tower, so you know your sell amount.

    Posted in: Triggers
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    posted a message on What in my trigger makes the boss spawn twice?

    There is a trigger that detects when the timer ends, when the timer does end, it turns on that trigger. Any ideas as to why it spawns twice? By the way, here are the mechanics, it's meant to spawn twenty (20) units, on non-boss waves, but on boss waves it spawns two, but it works for all the other waves.

    Boss Waves (Initially Off)
       Events
            Timer - Every 1.5 seconds of Game Time
        Local Variables
        Conditions
            Or
                Conditions
                    Current Level == 10
                    Current Level == 20
                    Current Level == 30
                    Current Level == 40
                    Current Level == 50
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Spawn Count <= (20 * (Number of players in (Players on team 1)))
                Then
                    Variable - Set Spawn Count = (Spawn Count + ((Number of players in (Players on team 1)) * 20))
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player 1) == User
                        Then
                            Unit - Create 1 Current Spawn[Current Level] for player 14 at Spawn Point [1] facing (Center of Third Move Point [1]) (No Options)
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player 2) == User
                        Then
                            Unit - Create 1 Current Spawn[Current Level] for player 14 at Spawn Point [2] facing (Center of Third Move Point [2]) (No Options)
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player 3) == User
                        Then
                            Unit - Create 1 Current Spawn[Current Level] for player 14 at Spawn Point [3] facing (Center of Third Move Point [3]) (No Options)
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player 4) == User
                        Then
                            Unit - Create 1 Current Spawn[Current Level] for player 14 at Spawn Point [4] facing (Center of Third Move Point [4]) (No Options)
                        Else
                Else
                    Trigger - Turn (Current trigger) Off
                    Variable - Set Spawn Count = 0
                    Variable - Set Current Level = (Current Level + 1)
    
    Posted in: Triggers
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    posted a message on I just got an Sc2 Fatal Error!

    Yes, I just sent it to the broken maps now.

    EDIT: Will do it tomorrow.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on I just got an Sc2 Fatal Error!

    I can publish my map fine, I was the person with the 'I can't publish my map!' thread, well there is a new problem, well it's not new cause I thought the fatal error just came with the fact that I can't publish it, well now that I can publish it, I still can't play it, so this is the message I get with the game finishes loading. I get a blue screen, then it fatal errors. I'm on a Mac, if that accounts for anything.

    http://img202.imageshack.us/img202/4238/screenshot20101123at105.png

    http://img4.imageshack.us/img4/9507/screenshot20101123at106.png

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on My unit's model is not appearing!

    Yes, I finally found out why it wouldn't change, I needed the "Abil Morph *Finish/Start "

    So, this is solved. :D

    Posted in: Data
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    posted a message on My unit's model is not appearing!

    When I upgrade my unit, a tower, from "Scratcher" (Zealot Model) -> "Ravager" (Dark Zealot Model) it upgrades the damage is refreshed, everything works as it's supposed to. But, the problem is, for some reason the model of the "Ravager" stays as the Zealot Model. If I pre-place the tower onto the map, it shows the proper model, it only happens when I upgrade it in game. Any ideas? I've tried looking for the source of the problem, yet I've come up with nothing.

    Posted in: Data
  • 0

    posted a message on How do I play sounds that I have imported?

    Title says it all. I thought the editor took time to recognize newly imported sounds so I just rebooted the editor, and I still can't play imported sounds through triggers. The sound I imported is a .wav file. Any help?

    Posted in: Triggers
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    posted a message on I can't publish my map!

    Well I locked the handicap, I removed all the colors I set, and it still won't work. No other problems with the variants. I already told you guys that I already set it to default, and it won't work. Any idea? I even moved the map remember? I only tried it out with the terrain, still won't work.

    Posted in: Galaxy Editor Bugs and Feedback
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