Hey guys. I see that the rain emitter only effects a certain area, but has anyone found a way to increase the radius on this (so you only need one rain emitter for the entire map) or are we just stuck placing them all over the map?
So as you know there are two options for loading screens. I have Custom set but I know how much people hate text walls in loading screens so I leave the body empty. I am wondering now if there is some way to display the loading bars, player names, portraits, etc like in the Melee setting in the body but keeping it Custom so I can keep my help info, subtitle, title, background image, etc.
Even weirder I just moved a unit placed in the editor that had a point attached to it. It started loading triggers (Not the trigger window) which was not unusual. I saved it and tested right away and my minimap is back for whatever reason.
However the player colors are still messed up.
So the light blue colored units are supposed to be red (owned by Neutral player). The "Shamrock Shape" unit is supposed to be black due to the unit birth -> Team Color set in actor mentioned before (which always worked fine of course). And the green units are supposed to default to red.
Even when I set the player colors for every used player to something else they still go Light blue for the Red Neutral Player 0, Green for Player 1, and Red for the Black Player 9.
And it's not simply the colors on the minimap. It's the colors of the players and units themselves as well. I even have one unit that's actor on unit birth is supposed to change the team color of it to black. Needless to say, it does not happen.
I also checked my Minimap.tga and that is pitch black as well.
I was working on my map today for a while and saved periodically. I took a break for a bit and have come back and now when I go to test my document the issues in the title arose. I checked the mini map settings and they are unchanged. The neutral player is set to be Red but is white in game.
The only thing I did out of the norm today was I opened another map and switched mine after. I don't believe I saved anything from the other map so I don't know what happened.
I really have no clue what's going on. Anyone have any ideas?
Thanks for the tip. Figured it out.
Create a new ability type Buff. Go to the Behavior Tab and under Modification go to Combat. Change the damage under Damage Dealt Unscaled. This will add that amount to the unit's damage when the behavior is added to the unit.
I want to be able to use a trigger to add a behavior on a unit that adds damage to the weapon they are using.
So for example:
Player 1 completes quest 1. Adds behavior to unit that increases the weapon damage it deals by 7.
Pretty simple huh? I just don't really understand the Behavior, Effect, and Ability sections of the Data editor too well and I am just looking for a little advice. Thanks!
Solved my issue. I found the event Unit is being removed and added a condition requiring it to be in the region. Thanks anyhow guys.
Thanks for the ideas.
I didn't quite understand the "make my own version of remove" idea. I did try the kill instead of remove. Unfortunately it did not work.
My remove/kill unit trigger is a simple Kill/Remove and then adding via function Merc B to the closest point in region B at most 1.
Add to Counter (Works)
Events
Unit - Any Unit Enters Region A
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Unit type of (Triggering unit)) == Merc B
Then
Variable - Set B Counter = (B Counter + 1)
Else
Subtract from Counter (Does not Work)
Events
Unit - Any Unit Leaves Region A
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Unit type of (Triggering unit)) == Merc B
Then
Variable - Set B Counter = (B Counter - 1)
Else
Events: Unit Enters Region: Any Unit Enters Region X
Actions: If Then Else: If unit type = x Then set Counter +1
And another
Events: Unit Leaves Region: Any Unit Leaves Region X
Actions: If Then Else: If unit type = x Then set Counter -1
The problem is when a unit is created there, it adds the +1 like it's supposed to but when the unit is Removed via trigger the -1 does not happen.
Is there any simple way to get this working? I thought the way I had it set up was easy enough but maybe Remove unit doesn't trigger as Leaving the region?
0
Hey guys. I see that the rain emitter only effects a certain area, but has anyone found a way to increase the radius on this (so you only need one rain emitter for the entire map) or are we just stuck placing them all over the map?
Thanks!
0
So as you know there are two options for loading screens. I have Custom set but I know how much people hate text walls in loading screens so I leave the body empty. I am wondering now if there is some way to display the loading bars, player names, portraits, etc like in the Melee setting in the body but keeping it Custom so I can keep my help info, subtitle, title, background image, etc.
Is this possible?
0
Well that's weird. I never knew it changed the actual player colors as well as the minimap colors.
At any rate the minimap issue mysteriously fixed itself and your suggestion worked for the player colors.
Thanks!
0
Even weirder I just moved a unit placed in the editor that had a point attached to it. It started loading triggers (Not the trigger window) which was not unusual. I saved it and tested right away and my minimap is back for whatever reason.
However the player colors are still messed up.
So the light blue colored units are supposed to be red (owned by Neutral player). The "Shamrock Shape" unit is supposed to be black due to the unit birth -> Team Color set in actor mentioned before (which always worked fine of course). And the green units are supposed to default to red.
Even when I set the player colors for every used player to something else they still go Light blue for the Red Neutral Player 0, Green for Player 1, and Red for the Black Player 9.
0
No, it's not that. First thing I checked.
And it's not simply the colors on the minimap. It's the colors of the players and units themselves as well. I even have one unit that's actor on unit birth is supposed to change the team color of it to black. Needless to say, it does not happen.
I also checked my Minimap.tga and that is pitch black as well.
Is this some sort of dependency issue?
0
I was working on my map today for a while and saved periodically. I took a break for a bit and have come back and now when I go to test my document the issues in the title arose. I checked the mini map settings and they are unchanged. The neutral player is set to be Red but is white in game.
The only thing I did out of the norm today was I opened another map and switched mine after. I don't believe I saved anything from the other map so I don't know what happened.
I really have no clue what's going on. Anyone have any ideas?
0
0
Anyone know how to make a Siege Tank switch to either mode faster or slower?
Thanks in advance!
0
0
I want to be able to use a trigger to add a behavior on a unit that adds damage to the weapon they are using.
So for example:
Player 1 completes quest 1. Adds behavior to unit that increases the weapon damage it deals by 7.
Pretty simple huh? I just don't really understand the Behavior, Effect, and Ability sections of the Data editor too well and I am just looking for a little advice. Thanks!
0
Thanks for the ideas. I didn't quite understand the "make my own version of remove" idea. I did try the kill instead of remove. Unfortunately it did not work. My remove/kill unit trigger is a simple Kill/Remove and then adding via function Merc B to the closest point in region B at most 1. Add to Counter (Works) Events Unit - Any Unit Enters Region A Local Variables Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If (Unit type of (Triggering unit)) == Merc B Then Variable - Set B Counter = (B Counter + 1) Else Subtract from Counter (Does not Work) Events Unit - Any Unit Leaves Region A Local Variables Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If (Unit type of (Triggering unit)) == Merc B Then Variable - Set B Counter = (B Counter - 1) Else
0
So I have a counter set up basically like this:
Events: Unit Enters Region: Any Unit Enters Region X
Actions: If Then Else: If unit type = x Then set Counter +1
And another
Events: Unit Leaves Region: Any Unit Leaves Region X
Actions: If Then Else: If unit type = x Then set Counter -1
The problem is when a unit is created there, it adds the +1 like it's supposed to but when the unit is Removed via trigger the -1 does not happen.
Is there any simple way to get this working? I thought the way I had it set up was easy enough but maybe Remove unit doesn't trigger as Leaving the region?
Any ideas? Appreciate the help.