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    posted a message on Effects and their targets.

    Nah, sorry :S.

    I opened up the ownership_changer map you linked in a previous thread I made and modified some field values. '

    Posted in: Data
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    posted a message on Effects and their targets.

    HOLY CRAP I MADE IT!!! xD

    Huge thanks to you Dr.Evil took your map as reference some tweaks here and there and voila!

    you the man doc, lol sry for the over-enthusiasm I've taken about a whole week to figure it out :S.

    Posted in: Data
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    posted a message on Effects and their targets.

    @DrSuperEvil: Go

    Hey Dr.! ty for the continued help, so do you think its possible? I think if I could set the search filters to look for hidden and target the bunker itself then if the cargo is inside that'd pretty much do the trick though I don't know where hidden units actually go :/...

    Posted in: Data
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    posted a message on Effects and their targets.

    Then what about source when can I use that one?

    Posted in: Data
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    posted a message on Effects and their targets.

    I'm trying to make a bunker that is neutral but can be captured temporarily by any player that places cargo inside of it, and goes back to neutral when empty.

    So I've started with a search effect that will search for the incoming cargo unit, the problem being I don't know which target is which...

    In other words

    Is the bunker Caster? Source? Target? and what does that make the unit??

    Posted in: Data
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    posted a message on Neural Parasite / Domination

    In a humble plea for help could someone explain to me (with examples or else) how either of these are working inside the data editor? (including their relationships to other units/effects/behaviours.)

    I can't wrap my head around it since it all redirects to other effects or behaviours so its an eternal cycle of non-understanding, lol.

    Posted in: Data
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    posted a message on [Help] Creating a Neutral Garrison Building

    @DrSuperEvil: Go

    thanks man, I was hoping for a trigger-free version too and thought that was too much, then again I stand corrected. Will check the map and see if I can extract anything I find useful.

    Edit: Ok I've checked the map and run a test of it, but it's not what I'm looking for, It's great and very useful but I was thinking something more cargo related be it trigger-free or not, in last case scenario I can go with it I guess.

    Posted in: Miscellaneous Development
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    posted a message on [Help] Creating a Neutral Garrison Building

    So here's the issue I've been tinkering around to make a bunker-like structure that is neutral and can be used by 2 opposing parties.

    I want to make it a C&C-styled garrison so that range attacks were still valid but also possible to be "stormed" or "flushed out" by a specific enemy unit.

    So my original design was to use the abandoned structure unit, make it neutral, set a one-way alliance from the neutral player to the rest and make a "while" trigger that will change the ownership of any of the said unit to the occupying player but be set back to neutral after it is vacant.

    The problem being I can't find the right value fields to modify and its not coming out well.

    Here are the relevant issues:

    -I want all players to see the cargo space bar.

    -I want ownership to change after occupation.

    -(after value field modifications) I can make my units enter the cargo bay of the transport structure unit but I have either, no control over the unit (it doesn't change ownership), or, no visibility of the command card and its buttons (which I had already set up) or both.

    Any help would be greatly appreciated.

    Posted in: Triggers
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    posted a message on [Help] Creating a Neutral Garrison Building

    So here's the issue I've been tinkering around to make a bunker-like structure that is neutral and can be used by 2 opposing parties.

    I want to make it a C&C-styled garrison so that range attacks were still valid but also possible to be "stormed" or "flushed out" by a specific enemy unit.

    So my original design was to use the abandoned structure unit, make it neutral, set a one-way alliance from the neutral player to the rest and make a "while" trigger that will change the ownership of any of the said unit to the occupying player but be set back to neutral after it is vacant.

    The problem being I can't find the right value fields to modify and its not coming out well.

    Here are the relevant issues:

    -I want all players to see the cargo space bar.

    -I want ownership to change after occupation.

    -(after value field modifications) I can make my units enter the cargo bay of the transport structure unit but I have either, no control over the unit (it doesn't change ownership), or, no visibility of the command card and its buttons (which I had already set up) or both.

    Any help would be greatly appreciated.

    Posted in: Miscellaneous Development
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