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    posted a message on Button Requirements - Need some help (Solved)
    Quote from DrSuperEvil: Go

    You forgot completed at unit. Also make sure it is under the show part of the requirement and the button state is set to restricted. Also you can have more than 6 behaviours just not all show in the UI.

    Thanks for the reply!

    What you suggested worked 100%! Thank you, I knew I was missing something small.

    For the maximum behavior number, I did numerous tests and the behaviors after 6 simply had no effect. Took me several days of digging through them that they were fine the way I set them up, but that it was simply more than 6.

    Anyway, with this button method, I can circumvent that problem! Thanks!

    Posted in: Data
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    posted a message on Button Requirements - Need some help (Solved)

    Hey all,

    I'm currently working on a map that unlocks or "gives" player hero's behaviors that upgrade their weapons, etc. Issue occurred recently when I figured out that you can only have 6 behaviors running on a single unit at once. I need the button upgrades to remember that the player hit them permanently, because if I remove the behavior corresponding to that button, the button will return and messes up the whole tiered upgrade process.

    Basically, I'm bad at requirements since I hardly use them, and I'm unsure on how to make a button that a player used to just be removed forever.

    I've tried:

    equals
           Count Behavior //Behavior//
           Constant 0
    

    Which gave me the best luck, but not what I really need. Since the behavior is removed later, this will return as false and apply the button again onto the upgrade bar.

    Any help is appreciated!

    Posted in: Data
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    posted a message on Orbital Command Buttons Bug

    I've had this bug before, I solved it by moving some dependencies around. Sorry I can't help you with which ones, I was messing with everything to try to get it working properly, and it seemed to do the trick when I moved them.

    Posted in: Data
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    posted a message on Variables, variables, and variables. Math issue.

    @BulletWoundSC2: Go

    Well, according to how my map works, that won't be an issue. The only issue that can arise is if 2 players kill each other at the exact same time, which I've already diagnosed.

    Now comes my nightmare... making the map pretty :(

    Posted in: Triggers
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    posted a message on Variables, variables, and variables. Math issue.

    @uiasdnmb: Go

    Ahh, exactly what I was searching for! Thank you, sir.

    I knew I was missing a variable, and yeah, I didn't have the variable to determine player.

    Posted in: Triggers
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    posted a message on Variables, variables, and variables. Math issue.

    @Helral: Go

    Hi! I have the trigger setup already, and the Integer Array. I just have a problem scripting the trigger to 'look' for who has the highest kills. And when I find who has the highest kills, how do I reference that player into the final scoreboard?

    Sorry if my original post caused any misunderstandings, my brain is all, "if then do variable modify numbers" etc. I don't think I can explain this thoroughly enough.

    Posted in: Triggers
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    posted a message on Variables, variables, and variables. Math issue.

    Hey there!

    I've been triggering for the past 7 hours, and these issues may be the result of numbers and triggers running through my head too much, but I thought I better just write these down and hopefully someone can assist me.

    So to the issue, at the end of a round, I need to check all the players' Kills, and display who netted the most kills for that round. It seems like a fairly easy problem, but for the life of me I can't find anything that works correctly.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Energy provided only from kill

    @Ranakastrasz: Go

    I have set literally as many things as possible to check I killed the enemy unit. Under the damage response, it's set to attacker, and I've even turned on Kill Credit effect. I have let my unit die and I've killed multiple enemies, however, I'm not getting Energy back from anything.

    What do you mean replace the effect with something visible? Can you clarify? I'm using a Modify Unit effect which I've used plenty of times, but it doesn't seem to budge whenever I hook it up with a Behavior.

    Posted in: Data
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    posted a message on Energy provided only from kill

    Hey guys! I've done something like this before, a while ago though, but for some reason I can't get it to work again.

    Basically, my unit has an ability that costs 1 Energy. If that ability kills an enemy, it will refund or regenerate 1 Energy. I also want his melee attack to refund regenerate 1 Energy too. I've done a Behavior that Handled the custom Effect I made to modify the value of his Energy by 1, but to no avail.

    Behavior -> Damage Response+; Chance 1; Fatal Enabled; Handled "EnergyOnKIll" effect

    Effect (Modify Unit) -> Vitals; Energy +1

    I've tampered around with this but nothing has worked. I may be missing something pretty obvious here... I got a feeling.

    Thanks in advance.

    Posted in: Data
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    posted a message on Confused about Gateway -> Warpgate Animation

    Hey everyone. So I've been working on a TD lately and one of my towers I want a Gateway modeled tower to upgrade to a Warpgate, along with the animation it has as in-game. I duplicated both buildings, and made them into towers. Everything is fine except the upgraded gateway is not a warpgate, it's simply the same model and no animation takes place.

    I'm using a duplicated Upgrade Gateway to Warpgate ability for the tower, and it's not budging. The warpgate when placed on the field has the arcs opened up with the black portal portion, but with a duplicated warpgate, it's simply a gateway.

    Any help would be greatly appreciated!

    Posted in: Data
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