• 0

    posted a message on Custom Footprint Bugged?

    @xEillisx: Go

    YOU ARE A GOD!, THANK YOU!

    I have been crying and scratching my eyeballs out over this!, om MY GOD!. THANK YOU!

    Suddenly my footprint works the first time i make it, just save close map and reopen...

    zEillisx

    THANK YOU AGAIN!.

    Posted in: Data
  • 0

    posted a message on [Increase Unit Damage Based on Numbers] (Solved)

    @FunkyUserName: Go

    Thanks a ton @FunkyUserName,

    I got it to work with this.

    added upgrade and max level. specified wich weapon to upgrade and how much damage to display.(and do!), Then i added

    Event Unit construction finishes.

    Condition unit-type=believer

    Action

    Techtree - Add one to "believer upgrade" for player "owner of triggering unit"

    raw data

    removebelieverdamage Events TriggerAddEventUnitRemoved(null) TriggerAddEventUnitDied(null) Local Variables Conditions Comparison((UnitGetType((EventUnit()))), ==, "Believer") Actions TechTreeUpgradeAddLevel((UnitGetOwner((EventUnit()))), "BelieverUpgrade", -1)

    Thanks again. and this issue is solved.

    Posted in: Data
  • 0

    posted a message on [Increase Unit Damage Based on Numbers] (Solved)

    Basically i want to increase unit damage proportionally to the number of same unittype on the map.

    so 40 units is = to 40 damge Only applies to this unittype "Believer"

    Ive already tried serveral methods to do this, they work, but all cause lag. i think im going to have to user triggers, but i would like it to work in the data editor. but...

    Hopefully somebody can help or point me in the right direction.

    Posted in: Data
  • 0

    posted a message on Unit Name and Button/Tooltips are not showing up correctly

    i too have this problem, i fixed it with deleting (disabling?) the other localizations , but now my triggers does not work.

    Does anyone know what this precisely is for a (bug?). problem. and how to fix it for triggers.

    Posted in: Data
  • 0

    posted a message on Artillery Barrage. [Complex Ability] Need help

    Thanks for all the Help, im still working on this. (on and off as i seem a bit stuck).

    I did get a ability to launch several nukes (depending on targets in area). so, Not too bad.

    Again still working on it and will update when i get it working (properly with a map including the ability)

    Posted in: Data
  • 0

    posted a message on Automated Resource Buildings

    @Scythe1250: Go

    I have to ask , how did you manage to get the harvesting to work?.

    im trying to crate a resource that needs a building on top of it too, and i just can't get it to work with the data editor. and I REALLY don't wanna do it with triggers, It's messy.

    Posted in: Data
  • 0

    posted a message on Artillery Barrage. [Complex Ability] Need help

    @Photoloss: Go

    OMG ijust had Ephihany!, I Think i might have solved this. THANKS Photoloss.! Wait or have it.

    Editor Mode enabled.

    Posted in: Data
  • 0

    posted a message on Artillery Barrage. [Complex Ability] Need help

    @Photoloss: Go

    Thanks, Il be hacking away on this, il Let you know when i get it to work. :), Thanks for the tips on testing!, I kinda fingured out i needed to test them seperately but you convinced me.

    Also Launching Ammo missiles? is that possible?

    Posted in: Data
  • 0

    posted a message on Artillery Barrage. [Complex Ability] Need help

    @Photoloss: Go

    Siloes are proper structures in the map. The ability to control how many missiles is in a volley would be pretty cool.

    The silos builds the missiles and store them.

    The Persiststent effect wich repeatedly uses calldowns are what i have setup right now (it does not work however). randomly chosen offsets are okay too.

    Selectable missiles are not necessary just being able to shoot them down with Gatling guns would suffice (or disabling them in a way). Missiles falling to the ground would be wicked cool.

    Can calldowns have a artillery like arc?

    I guess It's only AOE in the sense that i have serveral missiles each missile have a small impact radius and as such selecting a larger radius(ability start). Will make it less reliable damage but a larger zone. (zone control vs Damage).

    Posted in: Data
  • 0

    posted a message on Artillery Barrage. [Complex Ability] Need help

    Alright,First post here goes.

    Im trying to create a Artillery barrage that works like this.

    A Artillery barrage that launches as many missiles as Siloes can create so 10 siloes with 5 missiles on each creates creates 50 missiles raining down in a AOE.

    Im imagining like this

    Artiller Barrage (small) Rains down a barrage of missiles in a small area.

    Artillery Barrale (medium). Raind down a barrage of missiles in a larger area).

    The thought here is that Missiles have a travel time (properly visible on mini map too). And the more missile vs the smaller area the more damage the ability do, So dependent on stored missiles the ability can either do ALOT of Damage in a small radius or lesser damage spread out over more places. on top of that missiles should be able to be shot down. (by weapons designed to do this).

    Ive tried the nuke approach but this seemed to complicate things.

    So right now im contemplating something along the lines of

    Ability "high Templar target effect" (search) (small)

    Ability2 "high Templar target effect" (search) (medium)

    Effect target "AOE Perodic ->Missile unit raining down (somehow i need to get a requirement inhere).

    Damage Impact "missile damage"

    Ive tried a fair bit of fiddling around but i decided to just erase all mentions of the ability and start over.

    If somebody could point me in the right dirrect that would be much apriciated. (specifically im not entirely sure how the ammo mechanic works).

    Posted in: Data
  • 0

    posted a message on Custom Race Creation Tutorial Request

    Hi, Sorry for Necroing, But im trying to make a custom race. and i can't for the love of me get the above trigger to work (and i it seems that it just spawns the default ID).

    If anyone have more info on these things, and help is apriciated.

    Posted in: General Chat
  • 0

    posted a message on Learn and passive abilities

    @DrSuperEvil: Go

    Could you elaborate what the pro's and cons are of the two ways to do it?

    Posted in: Data
  • 0

    posted a message on [Data] Passive Abilities Level Up W/ Learn Ability Tutorial

    @DrSuperEvil: Go

    Could you clarify abit on that?

    Posted in: Tutorials
  • 0

    posted a message on Modify Variable on Triggering User.

    Thanks, i haven't used array's at all before, Il look into it!.

    Posting back here when ive got it working.

    And thanks again!

    Posted in: Triggers
  • 0

    posted a message on Modify Variable on Triggering User.

    BAsically i want to edit a variable depending on a ability/player so.

    Event Unit trains unit with ability "Ability here". :

    Con Unit must have ability "This unit gave you money". :

    Action Modify "p1income". +4 :

    "p1income" is a integer variable.

    I also have a "p2income" and "p3inc" ect,ect.

    So if a unit have ability "income ability" then modify "p1income" variable of owner player1 +1

    I hope im comming trough it's a bit messy, ive scoured all over and all i can find are records bank catalouges,script,ect and i can't really seem to find anything that lets me links the player to variable value..

    So to irriate

    Action Modify "player variable" equal to owner of last created unit "p1income" +4.

    Hopefully somebody can understand what im meaning with this mess.

    Posted in: Triggers
  • To post a comment, please or register a new account.