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    posted a message on Dialog Boxes Help

    Without going into specifics, here is a general way to get them working....

    1. Create Dialog 2. Show Dialog 3. Create Dialog Items 4. Show Dialog Items 5. Create trigger Actions based on when you click "dialog item"

    Tip: Set up some variables for the dialog and items. Something like....set variable = last created dialog/dialog item right after the trigger 'create dialog/item'.

    I know its pretty broad but that should get you started with experimenting.

    Posted in: Miscellaneous Development
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    posted a message on How do I use Unit - Order Nydus Network to ( Unload All (Nydus Canal)) (Replace Existing Orders)?

    I got it working. I had to use Unit - Order closest to point trigger in order to select the option of the unit type. Course this is pretty buggy. If there are nydus worms closer to the random point than a new one that pops up, it wont unload. Here is the trigger I used....

    Unit - Order (Closest unit to Random Point 1 in (Nydus Worm (Canal) units in (Entire map) owned by player Any Player matching No Unit Filter, with at most Any Amount)) to ( Unload All (Nydus Canal)) (Replace Existing Orders)

    Posted in: Miscellaneous Development
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    posted a message on Heroes of Might & Magic

    I really home someone makes this (big fan of HoMM). I think the potential would be there....especially the multi-player aspect.

    Posted in: Project Workplace
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    posted a message on Removing Nuke Requirements

    Don't feel too bad....it took me 2 days to figure out how to remove requirements :p

    Posted in: Miscellaneous Development
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    posted a message on How do I use Unit - Order Nydus Network to ( Unload All (Nydus Canal)) (Replace Existing Orders)?

    Been trying at this for the past two days. I've tried to set up a unit array consisting of Nydus worms but I don't think they count as a 'last created unit' when they have been ordered to summon from their parent network. I've tried every which way to make them work based off of 'last created unit' and no luck. I've even tried to issue the order to unload to the nydus network parent (like the title says).

    Basically, every 10 seconds I load 20 zerglings into 5 different nydus networks. Every 15 order the parent nydus networks to summon the worm, wait 10 seconds and then I need them to unload. Any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Removing Nuke Requirements

    Abilities > Ghost - Nuclear Strike > Commands+

    Click on the command/execute and then hit the small red X under requirements.

    Posted in: Miscellaneous Development
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    posted a message on Random Points Between Points?? Quick Question

    Ok thanks, after your replies I tested it out. I just didn't want to waste the time trying to do something the wrong way.

    Turns out it does mean any random x, y coordinate on a line.

    @SCMapper - Thanks for answering my next question without me having to ask :p

    Posted in: Miscellaneous Development
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    posted a message on Random Points Between Points?? Quick Question

    Just wondering, does a random point between points mean that if I had 3 points (p1, p2 and p3) and said to do something at a random point between p1 and p3 that it would always happen at p2 or would it select a p1 p2 or p3 at random?

    Posted in: Miscellaneous Development
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    posted a message on How to 'link' ability to a model?

    Finally got it working but I have a few questions.

    1. Why does the data editor not duplicate models, actors and/or sounds when you duplicate an ability? 2. How do I make my new ability only effect enemies?

    Posted in: Miscellaneous Development
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    posted a message on counting how much units needed for region effect

    Set up a counter variable maybe? Each time a zealot enters the region add 1 to the variable. When the variable = 2, kill the zealots and set the variable to 0.

    Posted in: Miscellaneous Development
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    posted a message on How to 'link' ability to a model?

    I am working on making a custom ability and I have it working except that the model isn't displayed when I cast the ability. It's based off of Psi Storm. I have the model for the ability I want set to the disease cloud. I just can't find where/how I link the model to the ability.

    Posted in: Miscellaneous Development
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    posted a message on Can I make computer nuke/vortex

    Just wondering if it's possible and anyone knows how to make the computer nuke and/or vortex a certain unit or area of the map. I can't seem to find anything in the AI triggers about it.

    Posted in: Miscellaneous Development
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    posted a message on Whats wrong with my trigger?

    This are triggers for my defense map. 14 levels are supposed to come but only 13 are coming, 12 if I turn on the case (12) trigger in the GoGoLevels Trigger. What is going on? I tried changing the value (Abs(Array Control)) <= 4 but really screws everything up. Also, my timer is set to expire every 32 seconds. The variable "Number of Units per level" is defaulted at 15.

    GoGo Levels
        Events
        Local Variables
        Conditions
        Actions
            General - For each integer Number of Units Per Level from 0 to 15 with increment 1, do (Actions)
                Actions
                    General - Switch (Actions) depending on Array Control
                        Cases
                            General - If (0)
                                Actions
                                    Unit - Create 1 Array_Level Units[Array Control] for player 2 at (Center of Enemy Spawn) facing (Position of (Triggering unit)) (No Options)
                                    General - Wait 2.0 Game Time seconds
                            General - If (12)
                                Actions
                                    Trigger - Turn Hamper Ability On
                                    General - Break
                        Default
                            Unit - Create 1 Array_Level Units[Array Control] for player 2 at (Center of Enemy Spawn) facing (Position of (Triggering unit)) (No Options)
                            Unit - Create 1 Array_Level Units[(Array Control - 1)] for player 2 at (Center of Enemy Spawn) facing (Position of (Triggering unit)) (No Options)
                            General - Wait 2.0 Game Time seconds
    
    Rolling
        Events
            Timer - Level Timer expires
        Local Variables
        Conditions
            (Abs(Array Control)) <= 14
        Actions
            Trigger - Run GoGo Levels  (Ignore Conditions, Wait until it finishes)
            Variable - Set Array Control = (Array Control + 1)
    
    Posted in: Miscellaneous Development
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    posted a message on Several Units Moving across 7 locations at various times....
    Quote from vjeux: Go

    Instead of having 7 regions and 7 triggers, you could just chain the orders.

    Unit enter the first region
    unit order stop, replacing orders
    for i = 1 to 7
      unit order move region i, after order
    

    It does the same thing as when you shift right click to give multiple consecutive actions to an unit.

    Thanks, I was having issues with putting multiple events in the trigger. I used what you had without the stop command and it works perfectly.

    Posted in: Miscellaneous Development
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    posted a message on Several Units Moving across 7 locations at various times....

    I must have looked for hours to find the "Order all units in region"....then I finally realized you can have more than 1 event. Thanks anways.

    Posted in: Miscellaneous Development
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