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    posted a message on Behavior Cooldowns

    @SouLCarveRR: Go

    Thanks! I seem to have it almost working with one behavior...I'm just not entirely sure which fields I need to set to activate the cooldown. There are four cooldown fields: Damage Response Time Start, Damage Response Time Use, Modification Death Response Time Start and Modification Death Response Time Use. Which one (or many) do I need to set to 45 to get this to function?

    Posted in: Triggers
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    posted a message on Behavior Cooldowns

    Does anyone know how to add an internal cooldown to a unit behavior? I am trying to write a hero that has an ability (+75 armor +10hp/s regeneration for 15 seconds) which triggers when his health goes below 25%. I only want this behavior to fire at a maximum of every 45 seconds. I have the behavior written properly (I think), but I'm having difficulty setting up a trigger. The trigger I have is:

    Events: Unit life changes. Conditions: Triggering unit property between 1 and 450. Actions: Add 1 'Incredible Vitality' to Unit from Unit.

    That, as far as it goes, seems to work fine. But I'm baffled by how to incorporate a 45-second ICD to this trigger. There is an Action called Add Cooldown for Unit Behavior...YES! THAT'S WHAT I WANT! ...wait. It lets me add X seconds (good so far!) to cooldown Y on behavior 'Incredible Vitality' on Unit. But it wants the variable cooldown to be of String-type...wait what? I can create a local String-type variable initially set to 0, but I'm not sure where to go from here.

    How do I make the cooldown actually...run? And how do I set a Condition such that my trigger only fires if the cooldown is expired? The Condition I would want to use is Within Bounds (that is, cooldown <= 0), but that Condition only accepts Integer-type variables...and cooldowns have to be String-type. I am thoroughly baffled.

    Posted in: Triggers
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    posted a message on Faction Selection in Test Document/Lobby

    Hey, I have two quick questions which I haven't been able to resolve by looking through the available tutorials.

    For a brief background: I'm making a 3v3 custom map in the same spirit as the 'War of the Rings'-style games. That is, a few heroes, regularly spawning units to form an army, etc. There are 6 factions, 3 good and 3 evil.

    First question: is there any way to choose which faction I play when I use the Test Document function in the editor? Development on faction 1 is basically finished, so it is little help to me to use Test Document and end up as as faction 1 every time. I want to be able to choose which player I am in-game so I can easily test the custom units, check tooltips and triggers, etc. Is this possible?

    Second question: how in the name of all that is holy do I allow players to choose which faction they are in the lobby? I've looked over the Lobby tutorial which was recently posted, but all I got from that was the idea that I could set up a Player Attribute in the lobby and then make a god-awful number of triggers which spawn all of the desired starting buildings and units. (Please god tell me I don't have to do that.) In the editor, I have Player 1 as 'The Damned' and I want someone to be able to click a little drop-down box and select 'The Damned,' etc. It seem intuitive to me that there has to be some easy way to let players in the lobby select which in-editor 'Player' they will control, but I don't see any easy or obvious way to do it with the Player Attribute system or otherwise.

    Thanks a bunch for any assistance! :)

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    I'd love to see a tutorial for setting up basic missile attacks. Perhaps I'm just stupid in the face, but I cannot find one anywhere on the site. All I want is to be able to copy a hydralisk, change some stats, and still have all of the pretty pretty animations...but no...

    Posted in: Tutorials
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    posted a message on [Data] Creating Units, Weapons, and more

    Wonderful tutorial. Learned to make some great units this way, but I'm still stumped on two major points:

    If the unit I am copying does not initially have a particular stat, is there any way to add it to the new unit? For instance, if I use your tutorial to make a custom unit based off the hydralisk, I cannot find any option in the data editor to set its initial Life Armor Value. To get a hydralisk-type unit with non-zero starting armor, I end up having to copy values from something WITH nonzero starting armor, such as an Ultra, and then change a lot more. That can't be the easiest way to do it, is there a better way?

    Second, and more importantly, I am absolutely vexed by missile attacks. Non-missile ranged attacks such as the marine in your tutorial work fine, but if I follow the above steps (again) with a hydralisk, I cannot get an attack animation to function. The unit hisses and deals the appropriate damage to target, but there isn't any attack animation or flying-spines graphic.

    Any assistance would be much appreciated!

    Posted in: Tutorials
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    posted a message on Galaxy Editor Non-responsive on Saves

    @EternalWraith: Go

    All I'm running in the background is Firefox for this site, and during saves my CPU/memory usage both go to about 50%. Windows Task Manager says: Physical Memory (MB) Total 3581, Cached 2098, Free 42 while running GE.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Galaxy Editor Non-responsive on Saves

    This is frustrating the heck out of me:today, every time I attempt to save, save as, or test document in the editor, the program goes non-responsive. Sometimes it crashes entirely and I lose all work. Sometimes it just sits there with a white screen for two minutes then I get Error: Connection to Battle.net interrupted. Sometimes, rarely, it actually functions as it should. I've tried rebooting the program and my PC without any success. The editor was working 100% A-OK last night, and I haven't installed any new firewalls/antiviruses/?!? that might be screwing it up.

    Posted in: Galaxy Editor Bugs and Feedback
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