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    posted a message on [Guardian Sheild] Combat - Damage Response change not working.

    I am trying to modify the Guardian Shield ability from the sentry to absorb all damage. I have went into the "Combat - Damage Response" field and changed modify amount to -5000. As it stands right now, any unit under the protection of this ability takes 1 damage a hit. How do I make it make all units take no damage?

    Posted in: Data
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    posted a message on Unit - Order triggering point - not working

    I got fed up with trying to get it working and did a test trigger. The following doesn't work either. This leads me to believe that the event never occurs....?

    Computer 1
        Events
            Unit - Any Unit Enters within 1.0 of Point 003
        Conditions
            Owener of ((Triggering Unit)) == 5
        Actions
            UI - Display "ENTERED!!!!!!!!!!!!" for (All players) to Error area
    
    Posted in: Triggers
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    posted a message on Unit - Order triggering point - not working
    Quote from Yaos01: Go

    Try replacing "Replace existing orders" by "After existing orders".

    Didn't change anything :(

    Posted in: Triggers
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    posted a message on Unit - Order triggering point - not working

    Can we not issue a unit an order that targets a point? I am trying to get a unit to go from point to point but I can't seem to get it working. I can do it with regions but I would much rather prefer to do it with points.

    Computer 1
        Events
            Unit - Any Unit Enters within 5.0 of Player 4 Enemy Spawn
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 5
        Actions
            Unit - Order (Triggering unit) to ( Move targeting Point 001) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 002) (Before Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 003) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 004) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 005) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 006) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 007) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 008) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 009) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 010) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 011) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 012) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 013) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 014) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 015) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 016) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 017) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 018) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 019) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Point 020) (Replace Existing Orders)
            Unit - Order (Triggering unit) to ( Move targeting Player 4 Enemy Dies) (Replace Existing Orders)
    
    Posted in: Triggers
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    posted a message on Unit- Any Unit Enters/Leaves (Region(Any Region)) not working

    I am trying to get a simple action to run if a unit enters any of the 4 locations I have without having to write up triggers for each location....this isn't working.

    Morphing Location 2
        Events
            Unit - Any Unit Enters (Region(Any Region))
        Local Variables
        Conditions
            Or
                Conditions
                    (Triggering region) == P1 Xform
                    (Triggering region) == P2 Xform
                    (Triggering region) == P3 Xform
                    (Triggering region) == P4 Xform
        Actions
            UI - Display "FIRE AWAY " for (All players) to Error area
    
    Posted in: Triggers
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    posted a message on How do I return % of unit health?

    I got it working, sadly though I had to "steal" the trigger from another map. I don't know how or why it works. At first I tried to recreate the trigger by glancing but I couldn't. I hate using triggers that I do not understand, so can someone please explain how this trigger action works?

            Dialog - Set healthDIALOGimage size to ((/ ((* (840, (Integer((Picked Heros Life (Percent) (Current)))))), 100)), 67) for (All players)
    

    I know the first two sets of parenthesis are from the Arithmetic Multiple (Integer) functions. However, what I don't understand is how the number 840 is placed where it is. When I tried to duplicate manually, there was a red word there (Values). Each time I clicked that word it added a variable following the word Values. I couldn't get the word to go away.

    Posted in: Triggers
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    posted a message on How do I return % of unit health?

    Ok, making a little bit of progress. It's somewhat working. Now I have two problems.

    1. The trigger appears to only run once.
    2. The bar goes from full to almost gone on the first hit.

    Update Health Bar
        Events
            Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 1
        Actions
            Dialog - Set healthDIALOGimage size to ((Integer(Current Life Percent)), 50) for (All players)
    
    Posted in: Triggers
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    posted a message on How do I return % of unit health?

    Sorry, this is tripping me out. Not able to find an arithmetic that I can plug into the integer variable for the size of a dialog image. The only variable and/or type of arithmetic the trigger will accept is Integer. And the value of Life(Percent) is a -Preset Unit Property. So I either need a conversion (which I can't figure out either) or I am missing something.

    Posted in: Triggers
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    posted a message on How do I return % of unit health?

    Right now I am trying to make a custom player health bar. My idea for the trigger is this...

    Dialog - Set healthDIALOGimage size to (% of Unit HP, 50) for (All players)

    The only problem is, I can't find anything in the triggers that 'points' to a % of a units life.

    Posted in: Triggers
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    posted a message on Set Next Map not working on B.net?

    Then is there a way to let people play a map without having to load it in the editor and hitting the test button?

    Posted in: Miscellaneous Development
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    posted a message on Set Next Map not working on B.net?

    By using "Set Next Map to "name of next map"" and then End Game for player it sets and loads the map just fine when I test it through the editor. However, even if both maps are published on battle.net it will not load the next map, instead it returns to the home screen.

    Posted in: Miscellaneous Development
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    posted a message on Triggers Not Shown/Triggers Not Running

    Running the editor and in the triggers window none of my triggers are showing up. The entire left hand side is greyed out and I can't create any new triggers. I've tried every map I have with no luck. Any ideas on why it would do this?

    Posted in: Miscellaneous Development
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    posted a message on Change unit color to black

    Not quite sure what your meaning but...

    1. Go to actor of the unit you're wanting to change.
    2. Click on the Events+ and open it up
    3. Right Click > Add Event
    4. Set Msg Type to Unit Birth
    5. Change the Action Msg to Set Tint Color

    Posted in: Miscellaneous Development
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    posted a message on Custom Dialog Background messed up

    Is there a special way I need to format an image to get it displayed properly as a Dialog Background Image? I made a quick sloppy pick using several layers, that were merged, in photoshop. When I imported it in and set it to the background image of a dialog box, it chopped it up and made it look like a slider puzzle.

    Posted in: Miscellaneous Development
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