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    posted a message on Randomly Generated Maps Possible?

    @Catalisk: Go

    heh, like I said, I know there's a better way to do it. But that's the basic idea of it, yeah?

    Posted in: Data
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    posted a message on broodlord/broodling idea with zergling

    @iRobsta: Go

    I don't have the editor in front of me, but you should look around on the "Brood Lord Escort" ability, and see how that works. I'm 5 days late here, so if you need more help with that, respond again and I'll look in the editor myself, because that sounds kinda cool.

    Posted in: Data
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    posted a message on Randomly Generated Maps Possible?

    @Mallozzi: Go

    There's a kind of a wonky way to do it, I'd like to believe there's a better way to do it, but the way I found goes as such;

    You make a Global Variable that's an Integer and set it's initial value to "Random Integer". You then make a shit-ton of triggers that spawn doodads/units/etc. at points, with the condition of the Global being a certain number. For example;

    Event; Map Initialization, Conditions; GlobalVar==1, Actions; spawn a bookcase at Point 001

    Event; Map Initialization, Conditions; GlobalVar==2, Actions; spawn a bookcase at Point 002

    I hope that makes sense.

    Posted in: Data
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    posted a message on units don't respond to attacks

    @Kueken531: Go

    it worked! thanks, this has been bugging me for a long time. I don't know why karass's weapon doesn't have that already.

    Posted in: Data
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    posted a message on units don't respond to attacks

    I have a High Templar with a weapon and some abilities. The weapon is the Karass weapon, Psi Discharge, but for some reason, when it's on the HT, units don't respond when they're hit by it. They take damage like normal, but they don't engage. The same happens with one if his abilities, a custom ability that does damage to a single target. How can I make the enemy unit turn and engage the HT?

    Posted in: Data
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    posted a message on The Map Testers List

    @Eaglesight: Go

    Chath.752

    I'm working on a long term RPG that I may be testing out piece by piece.

    Posted in: Miscellaneous Development
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    posted a message on can a unit have too many behaviors?

    yeah, it has that too.

    here's what they look like;

    the behavior http://img257.imageshack.us/i/behavior.jpg/

    the ability that ranks up http://img222.imageshack.us/i/rankedability.jpg/

    a requirement that I've tried both with and without http://img233.imageshack.us/i/requirement.jpg/

    hopefully this gives better insight then me.

    Posted in: Data
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    posted a message on can a unit have too many behaviors?

    @s3rius: Go

    even with that changed, it still won't stack. Just to clarify, there's a behavior type ability that has the 5 of the same behavior, "add Constitution". All 5 ranks are clickable and expend a point, but only the first one applies a single behavior, nothing else.

    Posted in: Data
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    posted a message on can a unit have too many behaviors?

    @CommodoreButtrape: Go

    I spoke too soon.

    when I got rid of the excess behaviors, it went back to the problem I had in the first place. is there a flag somewhere that makes the behavior stack?

    Posted in: Data
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    posted a message on can a unit have too many behaviors?

    huh.

    so I remember having tried making a stat stack before, and it never worked, all that would happen is that the first rank would apply it, and the rest would do nothing.

    but now it's working.

    thanks, I was sure it wouldn't ever work for me, but now it does. :D

    Posted in: Data
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    posted a message on can a unit have too many behaviors?

    I have 4 stats on a unit that are leveled by a learn ability. as a crude work-around, I have it activated a behavior when the point is spent into it, much like the I was taught to do learnable passive abilities However, when I recently added more ranks of a stat, my abilities that applied a behavior refused to work. It seems that I have reached a behavior limit, where it refuses to apply any more behaviors after a 65. Is there any way I can work around... a work-around?

    I was thinking maybe have it apply each buff (rank) and remove the last one, but I'm not entirely sure how I could do that.

    Posted in: Data
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    posted a message on changing aggression of a unit

    I made a hero map, and I have the camera following the hero unit. he runs around and does his thing, but it get's somewhat frustrating when he auto attacks enemies because he automatically engages enemies he shouldn't be engaging, burning his charge and aggroing more units. While this would be an issue of player skill in a league map, I want the unit to just stand there and only attack units within melee range, never moving unless told to do so. If anything, have him not attack unless told to also. When I set "Combat - default acquire level" to anything other than Offensive, he runs away, which is a hell of a lot more frustrating then engaging when he shouldn't. HALP.

    Posted in: Data
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    posted a message on How to do Diablo 2 style stats system?

    @Vexal: Go

    What ability type do the "Add Stat"s have to be? I can't figure out how to make an ability directly affect the behavior with the +1 Strength.

    EDIT: also, I can't figure out how to make the requirement.

    Posted in: Miscellaneous Development
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