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    posted a message on 2v2v2v2 custom win conditions

    @Asday: Go

    I suppose it should work with custom maps the same then? Does it? Could somebody try out, leaving a custom game and let your partner win it?

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    @Asday: Go

    To put it simple: you are trying to allow "dead" players to stay in game and watch the game and still be able to win, if his / her teammate wins? Is that right?

    If so then, Then how about this concept:

    You should not set up the win / loose condition right at the beginning. If a player looses all of his units he is still allowed to stay in the game by default - as long as he is not matching any loosing condition. If he leaves a game without a winning condition it is a lose by default as far as i know. So there is no point in checking for that (in theory).

    So I would try to create a trigger that marks the end of a game. There you can check which player is alive and give him and his ally a win, everyone else looses, since it is an elimination game.

    If I missed something, please tell me.

    Posted in: Triggers
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    posted a message on Read How do I make a projectile spell that disappears when it comes into contact with a unit?

    @Frozen_Shadow: Go

    That's because it is way easier with the data editor ;)

    Posted in: Triggers
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    posted a message on The Mind Control Ability

    There is also the Domination which takes control of a unit. Maybe that would help?

    You can make it like an catch-release-type or time based.

    Posted in: Data
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    posted a message on Looking for a 'small' A.I.

    @patrickwobben: Go

    Yep, that would work, but is still a workaround in my opinion. Well it solves the problem and that's what counts. A working A.I. still would be more of a solution. :P

    Thanks a lot, you helped me quite well.

    Posted in: Triggers
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    posted a message on Looking for a 'small' A.I.

    @patrickwobben: Go

    I saw that in some videos. But wont the units past by if there is no player in their way? Like hiding in corners? ^^

    Posted in: Triggers
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    posted a message on Round system

    How good are your skills regarding triggers and the editor in general? Are those two teams made of palyer or ai? Do you got already any idea how to start?

    My suggestion: Create a timer that is triggered at each end of a round (e.g. 2 minutes). And during the round you simply create a trigger that checks whether team a or b is completely dead. For doing that you could to playergroups or accomplish it via alliances. For checking the number of living players, you could use the any unit dies event. Then simply check via If-Then-Else if the unitcount is equal to zero. If the condition is true, run the reward-trigger, if it is false, keep checking. That't it as far as i concern.

    OneTwo did some really good job explaining this "checking" in his tutorial "Advanced Tower Defense". Just watched it yesterday :>

    Posted in: Triggers
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    posted a message on Looking for a 'small' A.I.

    Yea, but there is no such thing as Attack-Move. There are just simple attack orders.

    Edit: My fault, this move is called: Scan move. :)

    Posted in: Triggers
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    posted a message on Looking for a 'small' A.I.

    Hi, I am currently working on a survival map. Units are spawned by timers and should attack the player group. I managed to send the units towards a single player-unit.

    But I want them to attack maybe the nearest player or the most prioritized unit. For instance: A focused attack may be canceled in favor of a "better" target.

    I am used to triggers, but not to this extent. I read many threads related to this topic. But none of them seemed to help me sufficient. I think it is quite a complicated topic that may be interesting for a lot of people. So, lets do this! :D

    So, can anybody help me? :)

    PS: Sad the WTE based on this topic was quite unpopular for some reason.

    Posted in: Triggers
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    posted a message on [Site Operation] Ability is casted from feet!?

    I already solved it. But thank you!

    Posted in: Data
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    posted a message on [Site Operation] Ability is casted from feet!?

    It still does not work. I think it is due to the fact that it is an ability, not a weapon here, is it?

    Posted in: Data
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    posted a message on [Site Operation] Ability is casted from feet!?

    @DrSuperEvil: Go

    Err, ok, how exactly does that work? Tried a few combinations, nothing worked :/

    Posted in: Data
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    posted a message on [Site Operation] Ability is casted from feet!?

    Hi there,

    i got a simple and nice ability - i cast tons of small beams that fly towards a target point.

    But there is a small problem: As soon as i cast the ability, the rockets are casted at the units feet and not at the arms (archon)

    Can anybody help? :/

    Posted in: Data
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    posted a message on [Solved] Splat offset?

    I solved it. It was the Map Base Height. I set it to 14, for whatever reason. Switching it back to zero solved the problem.

    Posted in: Data
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    posted a message on [Solved] Splat offset?

    Hi there!

    I got a strange problem:

    My marine is able to throw grenades - but the cursor-splat is somehow offset. How can this be?

    Does this depend on the Actor scale of the unit? I modified it. Thanks in advance.

    I added the cursor in the image. Splat

    Posted in: Data
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