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    posted a message on (Solved) Getting a point 90 degrees from a unit's current facing
            Variable - Set Point = ((Position of (Triggering unit)) offset by 1.0 towards ((Facing of (Triggering unit)) + 90.0) degrees)
    
    Posted in: Miscellaneous Development
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    posted a message on Strange "Bug" with cargo units?

    Well, hidden is invisible, but not in the same as burrowed/cloaked, generally nothing should include hidden unless you know what you are doing and are doing it purposely.

    Posted in: Data
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    posted a message on Strange "Bug" with cargo units?

    Hidden.

    Posted in: Data
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    posted a message on Ability Command Indices [Solved(?)]

    Most abilities have more than one command available to them, commands are what gets mapped to buttons, what you are seeing in GUI are the buttons. Galaxy and Data you just specify the index. Example would be move, which has several commands like turn, move, etc.

    Posted in: Galaxy Scripting
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    posted a message on [Video] Mob Respawn Tutorial

    OneTwo's RPG is the new Duke Nukem Forever ;) Anyhow, why not use revive time as respawn time?

    Posted in: Tutorials
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    posted a message on 'King of the Hill' Triggers - Help Needed

    @UninvitedSC: Go

    Screenshots are of inferior quality, post it as text instead.

    Posted in: Triggers
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    posted a message on Drawing (Pictures Thread)

    My workstation died about a month ago and haven't recovered the data on the drives yet, but i do have various pieces floating around the web.

    Blue

    Posted in: Artist Tavern
  • 0

    posted a message on Unit Height offset

    Ignore terrain height while jumping (Height becomes absolute).

    Posted in: Triggers
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    posted a message on ability that uses mouse position?

    Smart cast, i.e smart click/smart command still requires you to click ;)

    Posted in: Data
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    posted a message on ability that uses mouse position?

    Well, abilities don't require you to click the mouse, commands do which is a user interface concept. So, no it's not possible from data but there's nothing stopping you from implementing a new interaction model using triggers.

    Posted in: Data
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    posted a message on load/unload transport problem

    @BorgDragon: Go

    Yea well my reasoning for using a morph is the fact that the unit will not have the same mover, collision flags etc for the two different states, validators for the transport ability is obviously needed. e.g if unit type is Hercules (Air)

    Posted in: Data
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    posted a message on possible to get a unit´s damage? (multiply for crtical strike)
    Unit Critical Hit
        Events
            Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)
        Local Variables
        Conditions
            And
                Conditions
                    (Damaging effect) != Critical Hit
                    (Random integer between 0 and 1) == 1
        Actions
            Environment - Deal damage using Critical Hit on (Triggering unit) from (Damaging unit) with (Triggering damage amount) extra damage
    

    Where Critical Hit would be a damage effect that does 0 damage.

    I have a few ideas on a data approach, basically just duplicate the damage effect and give it a chance to proc. But IMO this is so much cleaner to just do as code, as you can do the maths however you need to.

    Posted in: Data
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    posted a message on load/unload transport problem

    @xDiehard666x: Go

    Would implement the unit as a morph instead, no need for any triggers here.

    Posted in: Data
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    posted a message on Single Hero XP (Disable share)

    Share Radius of 0 should do the trick.

    Posted in: Data
  • 0

    posted a message on Random Unit
    string RandomUnitType(string race) {
    	string entry;
    	
    	while(1) {
    		entry = CatalogEntryGet(c_gameCatalogUnit, RandomInt(0, CatalogEntryCount(c_gameCatalogUnit)));
    		
    		if ((CatalogFieldValueGet(c_gameCatalogUnit, entry, "Race", -1 ) == race) || (race == null)) {
    			return entry;
    		}
    	}
    }
    
    Posted in: Triggers
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