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    posted a message on last unit dies trigger

    Ok the problem was i needed to query the boolean variable in another condition i have in my trigger "UnitDies". It works fine now.

    @ScorpSCII: Go

    I didn't try this but i guess this would do also. Thanks for the advice.

    Posted in: Triggers
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    posted a message on last unit dies trigger

    Hi,

    basically i want to start a trigger when the last unit of a specific player dies.

    To do this i have 2 triggers which i named "UnitDies" and "GiveMinerals". "UnitDies" triggers everytime any unit of a specific player dies. When the last unit of the specific player died i want to start the trigger "GiveMinerals". Therefore i got a if-then-else condition in my trigger "UnitDies" which does the following: if(number of living units in whole map of specific player == 0) then start trigger "GiveMinerals".

    So the problem is if 2 or more units die simultaneously and they were the last units then the trigger "GiveMinerals" will be started multiple times. How can i ensure that "GiveMinerals" will only be triggered one time after the last unit has died?

    I tried to solve this with a boolean variable. At the beginning of the "GiveMinerals" trigger i set the boolean variable true and only enter the "GiveMinerals" trigger if this boolean variable is false. This works most of the times, but not always.

    Posted in: Triggers
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    posted a message on Weapon attachment - colossus weapon

    Hi,

    i am not very experienced with the galaxy editor and this is probably only a simple matter. I created my own custom unit with the fortress model and tried to add the colossus weapon. This works so far except that the thermal lance starts shooting somewhere in the middle of the fortress instead of at the top of the building. I also tried this with other weapons, they all start shooting at the top of the building where also the standard weapon of the fortress starts shooting.

    So where can i set the attachment point for the colossus weapon to the top of my fortress?

    Posted in: Data
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    posted a message on add Weapon via Upgrade

    @JanChris: Go

    I want to create a defense tower with these weapons, so it should not be overpowered ;)

    Now i have a problem with enabling the weapon. I did as you suggested, add the weapon and disable it in his options. Then i build an upgrade and a researcg ability. Also i hide the weapon with the "hidden" weapon option. In my upgrade i deactivate the hidden and disable option for this weapon.

    If i research this upgrade ingame the weapon shows up, but is still disabled. Is there anything else i have to do with the upgrade to enable the weapon?

    Posted in: Data
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    posted a message on add Weapon via Upgrade

    @JanChris: Go

    Thanks JanChris. This is exactly what i was looking for.

    Yes i want to allow 4-5 weapons to be active at the same time. I tried also adding more which will work fine but more than 4-5 weapon will not be displayed in the ui. So i will limit it to this amount. About your turret problem:

    • I set up one "main weapon" which will be linked to an arbitrary turret
    • all the other weapons are not linked to any turret type

    The animation looks fine for me.

    Posted in: Data
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    posted a message on add Weapon via Upgrade

    Hi guys,

    my idea is to create a unit with multiple attacks (e.g. a stalker attack, a collosus attack, a marauder attack and so on). At the beginning this unit has 0 attacks and can add a number of attaks via upgrade.

    Until now i created a unit with multiple attacks in the editor by simply adding an attack to the weapon array. This works fine. But i cant figure out how to add an attack via upgrade. I thought about something like adding all possible attacks beforehand, disable them and activate them later via upgrade. For this i couldnt find options in the editor. Or maybe it is possible to add an attack simply via update, but this i couldnt figure out either. Any tips what i could try?

    Posted in: Data
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