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    posted a message on Upgrade cost based on how many towers are in play?

    @peabrain13: Go

    hmm alright thanks ill play around with it and see if i can figure it out.

    Posted in: Data
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    posted a message on Upgrade cost based on how many towers are in play?

    Basically what the title says. I want it so for each specific tower you have in play increases the mineral cost of an upgrade by X minerals and of course would increase any future build's of that tower by X minerals, that part is simple though, any idea's of going about this?

    Posted in: Data
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    posted a message on Percentage Armor and Damage

    I know this is a very old thread, and maybe there is one that answers this question but what the hell. You go into the units weapon, Combat - Armor Reduction. Say the max armor is 100, and a weapon has 1000 damage, you change armor reduction to 10, so if a unit has 100 armor, they will recieve no damage from that weapon. If the weapon did 10 damage, armor reduction would be .1 giving the same effect. Simple math

    Posted in: Miscellaneous Development
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    posted a message on Need help with visibility

    @AstralCV: Go

    i just made a region to show the sections at all time, and reduced the sight radius to 0, but they still attack the other creeps so im gonna have to use the unit group idea. However im not really sure how to make player 1 only be able to attack unit group 1, player 2 for unit group 2, ect.

    Posted in: Triggers
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    posted a message on Need help with visibility

    Alright basically what im trying to do is, say there is 8 seperate sections on a map with the regular cliff level, the lowest cliff level is used to make these seperate 8 sections. I want all the the sections to be revealed to all players all the time, thats not a problem, but here's the twist, remember the lowest cliff level? I do not want that revealed at the start and to never be revealed throughout the game. Naturally if you're on a cliff you are able to see the cliff below it, I do not want that. The purpose of this, is that im making a TD and some towers may have long range and i do not want those towers being able to attack other players creeps. I've seen this on several wc3 maps >:D

    I've tried several things with regions and triggers but some just dont seem to work, like having the lowest cliff level never be revealed =\

    Posted in: Triggers
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    posted a message on Unit is selected condition?

    @Drakken255: Go

    Almost everything is working fine for what i have, could you take a look at my map, i think its fixable.

    Posted in: Triggers
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    posted a message on Unit Property Depletion That Runs A Trigger

    @Jentzsch: Go

    Yeah this should work hopefully for what im doing, thank you, i just need a shitload of conditions to get this working properly.

    Edit: Do you know how to hide a dialog for owner of unit but only for triggering unit, what i have it hides the dialog for all units until the unit that was damaged is either killed or the shields regen again.

    Posted in: Triggers
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    posted a message on Error Help

    @admielke: Go

    Yeah i've had to restart several times over stupid things like that. Its amazing really, you spend 3 days just trying to get one thing done and something like that happens. RAGE!! >:D

    Posted in: Triggers
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    posted a message on Error Help

    @admielke: Go

    In the trigger editor up top in the left liberty - ai advanced - melee surrender. I believe this would mean one of those triggers were messed with, now unless you fix i believe you may have to create a new map.

    Now what doesnt make sense to me is you cant edit those..

    Posted in: Triggers
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    posted a message on Unit Property Depletion That Runs A Trigger

    As the title suggest, i got a simple question that requires a simple answer :D Is it possible to run a trigger through events or actions when a triggering unit has the unit property of say.. shields get depleted(not health) Which brings up a different but very similar question. To run a seperate trigger once regeneration starts, but not when it has changed. Or a condition at least, but unfortuntetly im not very good with conditions, everytime i try for some reason its faulty (at least for the current thing im working on) So i never wind up using them.

    Posted in: Triggers
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    posted a message on Unit is selected condition?

    Edit: Delete

    Posted in: Triggers
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    posted a message on Unit is selected condition?

    Edit3: This was for health/shield bar, energy later but thats easy. But finally It appears everything is working (almost) (think dow2 or even sc2 but with health bars instead) The dialogs for this dont get created until a unit is selected and get destroyed when that unit deselected, or killed, whichever. It works good, the bars/labels only stays to your currently selected unit.

    The only problem is (which is small thing but a small thing id like to get fixed) is that the bars dont deplete all the way down depending on attack damage and health, so if your unit were to get one shotted the the bar would still be there if not for the dialogs getting destroyed. The problem with that being my units have shields, so.. yeah, also, say your unit has no shields left 0/80, naturally a small piece of the shield bar would still be there, but if you were to deselect that unit, and select him again, the 0/80 shield bar would reset and be at full again. (this part was fixed, small piece of bar not yet fixed)

    If anybody has a fix to this please post it, thank you in advance

    Look at this trigger here (where i got mine from but needs a couple additions) http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-658/how-create-dialog-health-bar-166370/ and go to the bottom of the first post, im assuming thats where a fix is needed.

    Posted in: Triggers
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    posted a message on Income System and Supplies

    Edit: Last but not least, Delete

    Posted in: Triggers
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    posted a message on Income System and Supplies

    Edit: Delete

    Posted in: Triggers
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    posted a message on Income System and Supplies

    Edit: Delete

    Posted in: Triggers
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