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    posted a message on (Solved) upgrade button problem

    Duplicated Obelisk and changed the cost to 100. This 1 will upgrade from photon cannon. The problem is that the button showes that it costs -50 minerals(i tested by setting the units cost to 0 then the button showes -150) Any idea whats happening?

    Interestinly tho I use the same morph ability (I actually duplicated this for the Plasma Tower and changed the button name and such) for a pylon that upgrades from a (weaker) pylon and i have no such button problem with it...Thought this might help a bit to narrow the problem source..

    Posted in: Data
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    posted a message on Selling upgraded towers how?

    @zakariahliklikleh: Go

    So I followed Willuwontu's advice (trigger part is eazier imo):

    Sell Tower

    Events

    Unit - Any Unit uses Sell Tower at Effect4 - Channel stage (Ignore shared abilities)

    Local Variables

    Conditions

    (Triggering ability stage) != Generic4 - Cancel

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Unit type of (Triggering unit)) == Tal'darim - Plasma Tower

    Then

    Player - Modify player (Owner of (Triggering unit)) Minerals: Add (((Minerals cost of (Unit type of (Triggering unit))) / 5) + ((Minerals cost of Tal'darim - Photon Cannon) / 5))

    Else

    This works as it should. Now I have a minor problem with the upgrade button...

    This is what i did:

    Duplicated Obelisk (this is the plasma tower shown in the trigger) and changed the cost to 100. This 1 will upgrade from photon cannon. The problem is that the button showes that it costs 50 minerals(i tested by setting the units cost to 0 then the button showes -50 as seen in the pic below) I changed the morph ability's thec cost to 100 otheerwise it wont even show the cost on the button. Any idea why this hapening?

    Posted in: Data
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    posted a message on Selling upgraded towers how?

    Hi all! My problem would be is how do i sell a tower thats been upgraded from another tower (tower 1 morphed to tower 2) for the 20% of the cost of both towers: Tower 1 = 100 minerals, upgrade to Tower 2 = 100 minerals sell tower 1= 20 minerals refund (20 % of 100), sell Tower 2 = 40 minerals refund (20% of 200). I have the "Sell Tower" button and the trigger :

    Sell Tower

    Events

    Unit - Any Unit uses Sell Tower at Effect4 - Channel stage (Ignore shared abilities)

    Local Variables

    Conditions

    (Triggering ability stage) != Generic4 - Cancel

    Actions

    Player - Modify player (Owner of (Triggering unit)) Minerals: Add ((Minerals cost of (Unit type of (Triggering unit))) / 5)

    So when i sell tower 1 its working but when i upgrade it and sell it still gives only 20 minerals back. I saw "Onetwo" 's tutorial and he is talkin about "(none) - Repair Resource" field that for the love of my life i can't find ( yes i have all the boxes checked like Show advanced fields and stuff)

    Can someone tell me how to find that or what other options i have?

    Thx!

    Posted in: Data
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    posted a message on How to apply unpowered death model?

    @DrSuperEvil: Go

    I fixed al the Start/stop stuff but still nothing.. I dont get it.. Anyways if you got enough of this its fine ill skip on it lol.

    Thx very much you help!

    Posted in: Data
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    posted a message on How to apply unpowered death model?

    @DrSuperEvil: Go

    Yes. I made my own because a made 3 pylons with different ranges and needed to make a power source of my own to do that. Now i have "Power Queue Small" duplicated which i linked to the same power source as the pylons.

    In the "unpowered Anim" I changed all that was "Power User Queue Small" to "Power User Queue Small Mine" but I guess I'm missing a crutial point...

    Posted in: Data
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    posted a message on How to apply unpowered death model?

    @DrSuperEvil: Go

    Thx a lot I put it in there, but still nothing...:( .

    Posted in: Data
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    posted a message on How to apply unpowered death model?

    @DrSuperEvil: Go

    Hi DSE!

    Thx for the tip. I removed the validator unfortunetly that didn't do anything. I found the mentioned actor and changed the Power User Queue Small to my power user behavior (thats the only power user behavior i use) but nothing happend. I'm not too familiar with actor events other then attaching, scaling, morph and such basics. What exactly I need to do with this actor to connect it to my unpowered visual?

    Posted in: Data
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    posted a message on How to apply unpowered death model?

    Hey!

    I made a tower that uses power like a protoss building would. I managed to disable its abilities when unpowered, but since its not a protoss structure it has no "unpowered" model. I was lookin at the fleet beacon for reference on how could I add 1 to it. So I duplicated "fleet beacon death unpowered" model added to my towers actor's "Custom Death-Model" than added "Variation2" in "Custome Death-Name" and added this event in the actor "even send" : Unit Death Customize ; term: ValidateUnit CasterIsUnpoweredAndNotUnderConstruction ; action: Death Customize Variation2. This is how the fleet beacon is set so i thought it would work (btw i checked stargate as well and its exactly the same only the model is different), but it did not. I looked around, but couldnt find how "Variation2" connects to the death model....

    Posted in: Data
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    posted a message on Race Matching depending on dialog (how?)

    @tproog: Go

    Thx a lot for your reply!

    This is more confusing the deaper i get into it lol. But it seems i cant do it so ill skip on it probly (maybe set all players race to protoss in player attributes and that way it'll be protoss layout for all not the best solution but..)

    Posted in: Data
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    posted a message on Race Matching depending on dialog (how?)

    Hi everyone!

    Here is the thing: I made 4 races with unique units and made a dialog that has 4 buttons corresponding to each "race" i made. This is a Tower D map btw.

    The problem: I have 1 protoss, 1 zerg, 2 terran race and want to make the game to load the right UI for each race. Right now it randomly assigns them and its a bit funny when a player choose a terran race but every button and all is zergy. I made the race choose button hiden in the lobby. It wont really do the job anyways since i have 2 terran race so I could assigne only 1 of the terran race to it (and dont want to make an extra button, I want the race choosing happen in-game). Plus i want to use the dialogs. Is there a way to assign race? I.e:

    if player uses dialog button "protoss"

    action: set player race to protoss (this senerio does not exists I tried lol)

    Or something like that?

    Posted in: Data
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    posted a message on (Solved) Pylon power field radius, how to modify?

    @ElBushido: Go

    Well thx for the detailed version of your answer a lot more helpfull than your 1st post... Even tho you still talking about the power field(energy) not the field of it (Visual)

    This is how I changed the visual part of hte field:

    Duplicated actor "PowerVisual" (nad model) changed scale on the actor, connected it through: unit -> pylon -> actor oblect "power" visual array -> changed to my duplicate.

    Posted in: Data
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    posted a message on (Solved) Pylon power field radius, how to modify?

    @ElBushido: Go

    Thx all!

    Ok found the connection:

    Posted in: Data
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    posted a message on (Solved) Pylon power field radius, how to modify?

    @Taintedwisp: Go

    LOL your funny !!

    First try than speak. If don't know the answer try to help instead of beeing cocky... The scaleing of the pylon's actor has nothing to do with the VISUAL field around it. The 1 your talkin about is power source and that also doesn't change the VISUAL field only the power field that you use to warp/biuld in... There are also no specific model actor in the pylons data..

    But w/e I found the actor "PowerVisual" but the connection is a bit funky (didnt find it yet)

    Posted in: Data
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    posted a message on (Solved) Pylon power field radius, how to modify?

    @Taintedwisp: Go

    Thx, but 3 actorsd of what?

    My first step was to change the scale of the pylon (need it to be smaller than original), but that dooesnt change the radius of the field...

    Posted in: Data
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    posted a message on (Solved) Pylon power field radius, how to modify?

    @Demtrod: Go Thx, but thats not the problem.

    The problem is with the field (visual) that is seen around the pylon!

    The radius of the power the pylon generates/gives of is 2 (for pylon # 1), 5 (for pylon # 2) and 8 (for pylon # 3), but the visual field (model?) around the pylon is 7.5 so I need to shrink it to the same radius as the power radus the pylon emitts.

    Posted in: Data
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