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    posted a message on (Solved) AI buying in shops or The Shop giving them the Items

    @DrSuperEvil: Go

    Hey Sir, I've realized about some things. I always wanted to create a behavior that change the owner of a unit while a hero is near it. (I think to use it with the shop and another unit I'm planning to do. How could I do this? And I could make the shop produce the item for the hero, when it is near. Very hard but very cool too. (I'm enjoying it a lot). But there is a way to set the validator for this only when the near hero is controlled by AI?

    About the video tutorial, I have it but not got to work on items itself yet. And I have the map tutorial for this too. (Very cool).

    Posted in: Data
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    posted a message on (Solved) AI buying in shops or The Shop giving them the Items

    Well, I didn't find how exactly it was happening. (Why only player 4, and only one item...Couldn't find the 'link' - And was using the TestSell ability). But using the Tactical Ai Data, I could make all my shops for all players to provide the items(Re-creating the ability for the shop).

    Now I need one more thing. Talking about the training ability, would exist a way to make it be triggered by a hero is near? I mean, the build remains stopped and when a hero comes near, it triggers the ability and training units?

    Because right now, my shops are producing a lot of the items, even without near heroes to receive it. ( I couldn't set prices yet, because need to filter the 'giving' stage first).

    Posted in: Data
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    posted a message on Trouble Reviving Borrowed Units

    Well, as I was afraid. The trigger things can get some bug. If the condictions of the death are too "intense", it can be bugged and do not have time to unburrow the unit before it dies. Buuuuuuuuuuut... I've found a way via data. There is two events inside the unit actor. Called birth and revive. The zerg units has two birth events (Burrowed and unburrowed). But has only one revive event (not burrow). To make works, has to add another revive event. (So when the unit revives it will create the animation for the unit).

    To work correctly:

    • Event - UnitRevive.QueenBurrowed
    • Create

    and:

    • Event - UnitRevive.QueenBurrowed
    • AnimaBracketStart Burrow Burrow IGNORE Unburrow ClosingFull.OpeningPlayForever.Instant

    (This second event you should copy from unitbirth event and then change to revive event...It will make the animation be played as burrow when the unit revives).

    Posted in: Triggers
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    posted a message on (Solved) AI buying in shops or The Shop giving them the Items

    @DrSuperEvil: Go

    So, maybe could I set something like that for all the items I want the Shop give to the Heroes? And it explains why it happens with one of the shops only.

    Posted in: Data
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    posted a message on (Solved) AI buying in shops or The Shop giving them the Items

    I've found something very, very interesting!!! :D :D :D :D I was wishing to make the AI Heroes buy on shopping... Well,I've got something like that. I have 4 different shops because I have 4 bases. One of this shops, always created one certain item that always was problematic(When I started with the Editor almost a year ago). Then it dies itself. Well, I've tried to put this shop near some place when I test the heroes and Voila.. It's giving them the item. The problem is I don't know how exactly it's happening. (And the unit that receive the item dies some seconds after(problematic item).

    I think it's the ability the shop has. Training ability, with some AI intel. Also I think about the damage effect the item has, seems the data tactics produce the item because it could damage the enemies. But no idea on how to expand this to another items and shops. Using the Tactic AI Data, I'm already able to make my AI heroes to use the abilities that they have. (The Shop uses a variation of the Terran Large House). The bigger issue it's because only the player 4 do this(Owner of the 4's base units). (The Shop uses a variation of the Terran Large House - unit).

    Soooooooooooooooooooo. Help me!!!

    Posted in: Data
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    posted a message on Are you a true sc2mapster? Find out here!

    Yahoo!!!!!!!!!!!!!!!!!!!!!! I am PRO

    Posted in: General Chat
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    posted a message on Dota 2
    Quote from zenx1: Go

    Well It didnt turn out as good as it sounded in my head :D...but since I said to eiviyn I have a great idea for my new video I had to make it :D:D:D, well enjoy :D

    Very nice Video :D

    Posted in: Off-Topic
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    posted a message on Dota 2
    Quote from Tolkfan: Go

    Reboot of Blizzard Dota means more models, effects, doodads, textures and other crap to use in custom maps. I approve. But they'd better include the models from the abandoned version.

    I aprove 2 :D

    Quote from Mozared: Go

    @Governm: Go

    Why wouldn't they? Eul had a good first idea, but there have been plenty of good DOTA-style maps without any of those three names. Really, it's not like they are balancing gods that know everything better than others possibly can or such - they were really just at the right place at the right time.

    Is what I want to believe. And I'm sure, HERE are many brains capable to build a nice stuff. (And I wonder if I am one of them). :D :D :D

    Posted in: Off-Topic
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    posted a message on Dota 2

    Well, I think that the customer sometimes, get hostage from what he has available to buy. It hapens about Blizzard and the Dota stuff. (Piracy aside, of course).

    Do you lords feels like an empty place in heart, when the matters is this DOTA 2 time? I mean, blizzard caracthers, Arthas and the Frozen Throne?

    I wonder in my head, if Blizzard really could make a good Dota map, without Icefrog, Ginsoo or Eul. What you guys think??

    Posted in: Off-Topic
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    posted a message on Dota 2

    Well, the friendly fire is something dangerous. But in a war it is perfect possible. So, I think if my map will have or not...But I imagine how can a speel, that damage in area, cannot hurt my allies, if they are in the exact point I'm blowing up....Hehehe. About denny, well, I think the time we use to do that could be used to hit the enemie, or just run. :D

    But what I reallly wonder is how sad is we don't have our super DOTA (1, Blizzard Dota, wathever) inside battle.net. So was needed to someone takes the idea and put out of the Blizzards Kingdom.

    SOTIS is very nice, but not so popular. And I miss Axe, and that people. I would love some Battle.net Super Dota fight, hehe.

    We, players, will have to buy all of them :( and cry for someone who makes some chooseable. (Denny creep hehe).

    Posted in: Off-Topic
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    posted a message on Flying Units and Fog

    Yahoo!!! I've found. Thank you for the help. You told about Localoffset operation. Well, I've looked at LurkerSOpOffset.Then I used it to make my own LocalOffsetSop actor. :D

    And I could put it in the Site Operation. (And I found this in my portuguese too, hehe. (It's too late to give up on my version of the editor, It would be expendable to re-install, I mean Laziness :D )

    Thank you sir.

    Now, my unit is flying above the Fog. I liked it a lot. Uhuuu!!!

    Thanks a lot Sir. :D

    Posted in: Data
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    posted a message on Flying Units and Fog

    I'm having some trouble with the translation of the resource names. They are not exactly. Right now I'm not sure where am I looking at.

    Posted in: Data
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    posted a message on Flying Units and Fog

    @Kueken531: Go

    Thank you Sir.

    Well about the 'an unit', it's related to the sound, not to the written. Then the sound of 'u'='y', ask's for 'a''. So the correct is "a unit". Well, I was using the Portuguese Way of thinking, so followed the wrong rule.

    I still can't make my fog on the ground. I found a way to create this above the unit, but no under. It is setting the position in events. but don't work if I try to put negative values. Still crying...

    Posted in: Data
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    posted a message on Flying Units and Fog

    Hey everyone!!.

    Here I am again. :) :) :)

    I have an unit, that create some fog(Ability type is behavior). The problem is I want this fog is created in the ground. I have some camera rotate resource that permits to see the fog flying around the unit.. :(

    There is a way to make my flying unit create this fog in the ground and keep flying normally?

    Using the moment, I want to change the color of units that are caught inside the fog. I know it is possible to do in actors, but how could I set it up in the fog's actor?

    Posted in: Data
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    posted a message on Abilities and Weapons

    Uhuuuuu!!! My missile is working!!! :D :D :D :D :D

    It's lauching from the right point now. I found out that I had 2 problems. One was the attach points from launch location. The other problem was in the unit(missile). I had to create the missile again creating a new unit agent and that worked. Now I can go making some missiles in my map. Uhuuu. Thank You Very Much!!

    About the Bombard hability, I couldnt make works based on Arm-Magazine ability. Buuuuuuuut, There was another way too. I've put the Strafe Weapon in a Behavior, and this behavior in an ability. Then, when I launch the ability(Effect-Target), my Mutaliska Fly around and sends the Bio Bombs. So glad with you all.

    Thanks Mr DrsuperEvil, Sir ZeldaRules28

    Posted in: Data
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