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    posted a message on Monthly Data Exercise #26 - W.A.L.L.-E.

    Hum The automatron automatically did go recharge that guy. You could just go AFK and it will automatically recharge him none stop. And it return to work right after lol.

    Posted in: Data
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    posted a message on Monthly Data Exercise #26 - W.A.L.L.-E.

    .. Well since there no precision I supose we are suposed to post there, the "result" if not I am sorry :P

    Embed Removed: https://www.youtube.com/v/ISJgLMzo-A4?fs=1

    Posted in: Data
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    posted a message on Medic Heal beam sound

    Actor :

    • Medic Heal Sound Stop
    • Medic Heal Sound Start

    I didn't really check, but I supose its those two.

    Posted in: Data
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    posted a message on Cost Shield OR Life?

    Carefull that only work with target ability, you must alter the code for instant ability.

    EDIT : Wait there a bug in it, will fix it ;) give me a few minute.

    EDIT2 : Okay xD Working correctly now.

    Posted in: Data
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    posted a message on change pitch of sounds running in loops

    I just tryed also the value I get from..

    UI - Display (Text((Value of Sounds 250mmStrikeCannonsSound Pitch for player Any Player))) for (All players) to Subtitle area

    Is in the format of "2.000000,2.000000"

    Tryed as

    Catalog - Set value of Sounds 250mmStrikeCannonsMorph Pitch for player (Triggering player) to "3.0,3.0"

    Same issue as you said. I don't know if its impossible to change the pitch or its the way its formated.

    Sorry I tryed :D

    Posted in: Triggers
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    posted a message on Can't figure out how to finish a weapon/unit

    About your "Edit 2" I supose you used the search function directly in the damage.

    Add 2 other effect -1 Search -2 Set

    Change the damage for the Search effect. With the same radius and everything. In the effect add the "Set", which will inclue your damage (WITHOUT SPLASH) and your apply behavior.

    Posted in: Data
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    posted a message on change pitch of sounds running in loops

    Catalog - Set value of Sounds Alert_BaseUnderAttackKlaxon Pitch for player (Triggering player) to ""

    (Catalog Field Value Set) - (Sounds) - (Name of the sounds) (Generic - Pitch)

    Then you can set the pitch level. Never did try, should work though.

    Posted in: Triggers
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    posted a message on Path calculation problem

    If the path is blocked it return 65536. Cause the unit don't find any pathing to the point. ... But i don't know how to fix your problem. Don't do AI or issue order that much.

    Posted in: Triggers
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    Is Allied And Marine (Combine) :

    • Is Marine (Unit type) check if hes a marine
    • Is Allied (Unit Filters) its like for search effect..

    Is Allied Switch (Condition) :

    • (if) Is Allied And Marine (Is the unit a allied marine?) If yes return TRUE.

    So a hostile marine will return FALSE

    • (else) Is Not Marine (Its hostile, but it is a marine?) If yes return TRUE

    If no return FALSE

    So in short... you combine "Is allied" and "hes marine" to check if hes a allied marine. So only the allied marine will return TRUE. What about the hostile marine? We don't want them. We set a "Else" to check if that a marine. If not we are golden. If he is, return FALSE then don't allow the attack.

    Posted in: Data
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    posted a message on What is wrong with this system?

    You just mess up the trigger order

    Delete the variable after you created the item :D might help

    Posted in: Triggers
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    posted a message on Order a Unit to use an Ability

    A quick question.. What do you want?

    1) Be able to use command card and hotkey (And thus targetting). While the interface is hidden?

    2) Just use a Key Pressed event to launch a spell. Knowing there no way without some lag to get the mouse targetting in operation. (At least that I know of).

    I will help you with the 2) cause its pretty easy to do. Your behavior workaround could work but dunno about performance.

    Here a good start.. Press W or just use the marine spell.

    I added a horrible paint document of how Y/X work, just read about Sin/Cos/Tan in mat if you want more detail about it.

    Posted in: Triggers
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    posted a message on Need dynamic actor scaling

    Sorry it use both data and trigger. Easier for me.

    Important : Actor, Trigger, Behavior.

    Posted in: Data
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    posted a message on [Solved] How validate damage effect to specific unit type with specific alliance state?

    I supose you want something like that?

    Posted in: Data
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    posted a message on Pick up sieged Siege Tanks with a Dropship?

    I didn't try, but should work.

    • Add a behavior by default to all siege tank SIEGED
    • Add a period of 0.5 seconds with a effect, lets call it "Disable move"
    • Add a validator DISABLE, lets call it "Has no move Order", validator type."Unit Order Queue", Validator Ability "Move", Validator : Find "Disable".
    • "Disable move" is a "Issue order" effect, the Effect Ability "Stop". Play with the flag if that doesn't work.

    So we have a behavior that is disable if the unit has no move order. And when he has a move order it get cancelled.by attacking.

    Sorry if there any issue with that, I feel too tired to try it. Good luck have fun.

    Posted in: Triggers
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