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    posted a message on [MAC] Editor crashes when I try to add custom dependencies

    Whenever I try to add custom dependencies on my map (Dependencies... -> Add Other...), the editor crashes and gives me the spinning beachball of death. All I can do is to restart the editor, but there is no way I can add custom dependencies (like the Renee's Warcraft mod) now :(

    Has anyone had this same problem? And maybe even found a work-around? As far as I can tell this only started after LotV.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Need help to make "destructable shell" spell

    Thanks Spoolofwhool! I got it to work, but I had to check the flag 'modify minimum damage'. No idea why though, but before I checked that one it would let some damage pass through, even with modify fraction 0.

    Posted in: Data
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    posted a message on Need help to make "destructable shell" spell

    Hi!

    I'm really really stuck on making a cool spell idea I have, I don't even know where to begin. It's for a multiplayer game, 1v1/2v2/FFA. The spell works as follows: Enemy, friendly and neutral units are all targetable. The spell caster puts a shell around a unit, which stuns the unit (or makes it unable to move and use abilities) until the shell is destroyed. Sometimes it would beneficial to do this on a friendly unit to save it, and then kill the shell later, while other times you can do it to crowd-control an enemy unit. So when someone targets the unit encased in the shell they will actually be targeting the shell, this would be true for both friendly and enemy units of the unit. For friendly units to attack it I guess you would have to manually press attack and then the unit in the shell, but I would also like the unit to stop attacking it after the shell is destroyed (so it doesn't take any unnecessary damage from the friendly-fire. I tried making dummy-units for the shells to "absorb" the damage, but I can't make it work... Any ideas on how to make something like this? :) If it's not possible in the data editor, tips for the trigger editor (or a mix of both) are also welcome!

    Posted in: Data
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    posted a message on Points/Regions as variable in events - bug?

    Ok, I solved it. I just created a region (from the beginning of the game), and then I move that region to a random point when the unit enters that region. Thanks again for clearing up! Didn't know the editor had that limit.

    Posted in: Triggers
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    posted a message on Points/Regions as variable in events - bug?

    Oh.. Ok thanks for the replies :)

    I'm basically trying to make a flying unit randomly move around the map. It picks a random target point on the map, moves there, and when it arrives picks a new point, moves there and so on, for the duration of the game.

    Posted in: Triggers
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    posted a message on Points/Regions as variable in events - bug?

    I'm trying to make a simple trigger - a unit moving randomly around the map - through triggers. I'm trying to make it so that every time the unit enters within 10.0 of point varA, it sets varA to be a new point, and then issues the order for the unit to move there. But there seems to be a bug with points as variables, so I can't select the variable varA (which is a point type variable) in the event menu (for both actions it works fine). I tried the same with regions as well, but I still can't make the event work, because I can't select my variables as points or regions, the list is just empty.. Is this a bug or am I just stupid? And is there any way around it? I'm on a mac btw, dunno if that matters.

    Posted in: Triggers
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    posted a message on Charges on summon unit, stop recharging until summoned units are dead

    Hi.

    I'm trying to make an ability based on explosive charges and detonation. I have two abilities, one which summons the explosive charges, and one which detonates the charges. I want there to be a total of 3 charges, and I don't want the charges to recharge until the already placed explosives are detonated. If you for example summon 2 explosives, I don't want them to recharge (up to 3) before they are detonated. I have however not been able to control the recharging of the summon ability the way I want. I have tried with both triggers and the data editor, but it never turns out the way I want it. I have tried using a trigger to control the max number of charges on the ability, but that has just been a big mess. Maybe there could be a behavior that enables recharging of charges or something?

    Any ideas on how to do this? Are there any abilities in the game I can use for reference?

    Posted in: Data
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