I think most maps that hide that information use a custom user interface. I haven't worked too much with those, but here's a link to a tutorial: https://docs.google.com/document/d/1aTq9Q_DggMywVgE6pbOx-9av5lm2K9ZjAUd-vD07DFc/edit
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Jan 12, 2021Posted in: Triggers
There might be something like "ability effect target" which would refer to the unit clicked on. You would use "owner of unit" to get the player. Then you could probably use a player group to see if the owner of the unit is in the, allies of player (triggering player), player group.
Jan 12, 2021Posted in: Data
Maybe stacking behaviors over time? They could be given a death effect. You'd need to test to see if it works... and I imagine it could potentially be a laggy solution...
You could potentially do something with like 5 behaviors and five damage effects (100, 200, 300, etc), one for each behavior. When a behavior expires, it gives the bomb the new behavior, with the increased damage.
Nov 24, 2020MaskedImposter posted a message on How do I set the difficulty level without using the game variants difficulty attribute?Posted in: Triggers
What kind of map are you making, and what do you want to change about the AI? (intelligence, wave size, etc)
Nov 11, 2020MaskedImposter posted a message on How would I go about creating a trigger for making population (energy) based income?Posted in: Triggers
You can use "Unit Property" to get the energy a unit has. You can use "Modify Player Property" to adjust a players money. Change it from "set to" to "add". You can use "arithmetic" in the value area to do whatever math you want to.
Oct 24, 2020Posted in: Triggers
for the data editor you'll want to look into persistent effects. You can specify an initial effect, a periodic effect, and end effect. You can say how long the periods are and how many. So you could apply your damage effect three times under the persistent effect.
Oct 19, 2020Posted in: AI Development
Towards the end of the video it talks about bullies.
Oct 16, 2020Posted in: Data
For triggers, under flags, it'll say no options. Click on no options, and check the box that says Ignore Placement.
For Data, on the creation effect there are "creation options". I forget which one it is exactly. Probably placement, or ignore blockers.
Oct 13, 2020Posted in: Data
1. Have the wrecked bunker be created as a new unit when the regular bunker dies. Or,
2. Have the regular bunker never actually die, and instead morph into the wrecked bunker when it reaches 0 hp.
Option 1 sounds easier in my mind. It could be achieved with either a data or trigger solution. For data you could use a behavior with a death effect that creates the new unit. For triggers you'd use a unit death event, check the unit type in a condition, then use a create unit action.
Sep 27, 2020Posted in: Triggers
Not sure if what you're experiencing is because of game time. Normal Time = real time. Most people play at faster, which is the fastest game speed. There is slower, slow, normal, fast, faster.
Or maybe it's something to do with the shortest time being 1\16 = .0625 seconds.
Sep 21, 2020MaskedImposter posted a message on Ability activating other ability with different hotkey.Posted in: Miscellaneous Development
Were 2 & 3 duplicated from the same ability?
My guess is the abilities have the same "Ability: Set ID", just like stimpack for marines and marauders/etc.
It could also have something to do with the "cost" links and locations, but I'd try messing with the Set ID first.
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