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    posted a message on Ability spam pause

    @Rice87: Go

    You want to make wasd movement with data? You could add a cooldown for the ability. Or do like i did: when the W key is pressed it gives a behavior to the unit called W and as long as the unit has this behavior, he moves forward.

    Posted in: Data
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    posted a message on (Solved) Turn off ability when activating another ability

    @JohnyGee: Go

    In modifications there is field "behaviors enabled/disabled" put the others in there

    Posted in: Data
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    posted a message on Random Item Spawns Issue

    @Zero0018: Go Events
    Local Variables
    - item = 0 <Integer>
    - points = No Point <Point[5]>
    - random number = 0 <Integer>
    Conditions
    Actions

    For each integer "item" from 1 to 5 do action

    - Set random point == random integer between 1 and 5

    - While
    : Number of living units in points[random point] owned by player 0 != 0
    : Set random point == random integer between 1 and 5

    - Create 1 Schematics[item] for player 0 at points[random point]

    except make the search from region around the point, just like u have done..

    edits: oh yeah the error is caused by these lines:

    Unit - Create 1 Schematics[1] for player 0 at Schematics facing (Position of (Triggering unit)) (No Options)

    But since there are no events, "triggering unit" doesnt't return anyhitng

    Posted in: Triggers
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    posted a message on Victory and Defeat

    @PreTenD: Go

    Hm that last part confused me. So player 1 and 2 are in team 1? and player 3 and 4 are in team 2. If team 2 loses both bunker, team 1 wins, and if if team 1 loses both, team 2 wins? Then i would make 2 unit groups, one for team 1's bunkers and one for team 2's and call them bunker1 and bunker2. Then:

    Event: Any unit dies
    Condition:Triggering unit type == bunker
    Action: If then else
    If: number of units in bunker1 == 0
    then: end game in victory for player 3 and 4
    If: number of units in bunker2 == 0
    then: end game in victory for player 1 and 2

    Posted in: Triggers
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    posted a message on Victory and Defeat

    @PreTenD: Go

    For the victory/defeat...

    Event:Any unit dies
    Cond:If triggering unit type == bunker
    Action: End game with victory for allies of triggering player
    End game with defeat for enemies of triggering player.

    I guess player 1 n 2 are allies and 3 n 4 are their enemies. If not, do a "if the else" to check the player.

    If you want to save the buner for some reason you can put it in a unit variable with an array. for example:

    Create bunker for player X and point Y...
    Set variable: Bunker[player] == last created unit

    Posted in: Triggers
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    posted a message on Ability - Missile Pod to shoot at ground

    @Zero0018: Go

    It's in the actors. Actors control all the visuals.

    Posted in: Data
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    posted a message on Attack animation (Actors) [SOLVED]

    @Terhonator: Go

    Yes I actually tried it now, and the actor events doesnt automatically switch to teh new weapon, but insted keep the old weapon events. Go in the actor events and you will find two Weapon Start events and two Weapon Stop events, linking to the old standard weapon. Just change the weapon to the new weapon and it works

    Posted in: Data
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    posted a message on Attack animation (Actors) [SOLVED]

    @Terhonator: Go

    Sounds like you didn't duplicate it correctly. If you go to the Roach actor andlook in Events+ you will see for example:

    WeaponStart.AcidSaliva.AttackStart
    AnimBracketStart Attack Attack

    So when it uses the weapon, it plays the attack animation. If you dublicated the weapon at the same time as the unit and actor, then it should be changed automatically, or else you have to fill the fields yourself.

    Posted in: Data
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    posted a message on Need Spell Ideas

    @Zero0018: Go

    For passive spells I would like to see some auraa, such as health/energy regen, damage/speed increase, or maybe an aura that makes all units deal a little splash damage :p

    Posted in: Data
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    posted a message on Nydus Worm Questions

    @LordBlackwing: Go

    Right now you are ordering the zerglings to unload but they have no such ability. Try ordering the nydus worm to unload.

    Posted in: Triggers
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    posted a message on Explosions and other visuals at impact site

    What's your actor event? Damage effect start? Change it to Damage effect start and maybe add a term like "at effect"

    Posted in: Data
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    posted a message on Warp Gate Power Requirements

    @Zero0018: Go

    Haha ok in the Protoss-Warping in behavior there is a flag called Kill if unpowered, i thought it was this, but if you go to the ability Warpable and set Power User Behavior to (None) then it doesn't die.

    Posted in: Data
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    posted a message on Behaviors applying for no reason

    @Yaksmanofage: Go

    Ok this is why i would never ever use custom script. If you go to Overview Manager - Game Data - Behaviors - (Hider) Level-up, there is, under Add Behavior, a function called "Level Unit Upgrade" and a Trigger Library called "Custom Leveler". Now if you right-click on the first and choose View Object, then it opens up in the trigger editor and you can see it adds a level-up. But, for some reason, it doesn't appear in the list, so you can't find out what its event is. Also you can't even view the trigger libraries. Searching in custom script didn't work so i pasted it to a text document but it didnt find much there either.

    Posted in: Data
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    posted a message on (Solved) How to make weapon that hit units in its path?

    @Sherlia: Go

    Ok so i just used the trigger event "Unit enters range of unit" with action to kill triggering unit and the unit in range was a preplaced vulture with a high movement speed. I placed a long line of zerglings and set collide of vulture to none, so it just past through them. The range was set to 1.

    Movement speed set to 30: Kills all zerglings
    Movement speed set to 35: Leaves zerglings at some places alive, even after running over them multiple times.
    Movement speed set to 40: Leaves many zerglings alive


    I appears that enter region events also works using periods, checking at small invervalls of time. But if it's too fast, it can't keep up. Is this an ability for a single unit? I would place the missiles you need and then move them with triggers. Actually that's teh same as launch missile with search behavior, but maybe it has a lower period?

    Posted in: Data
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    posted a message on Need units to hold course while marching

    @Morato2: Go

    So it has nothing to do with the turret then? Btw why do youo have "Attack targeting relative points" ? Just make them target the point

    Posted in: Data
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