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    posted a message on Aura - visual effects

    @Torrak: Go

    well yes the aura is always on so a continuous animation I would like to have played

    Posted in: Data
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    posted a message on Aura - visual effects

    @taffer03: Go

    The first step was EXACTLY what I wanted thank you and it wokrs perfectly, as for the second part because it isn't an ability it is an aura, I can't fnd anything to trigger the spellcast as it is always active, am I going to have to change my approach to my aura and make it into a weapon or something similar?

    Posted in: Data
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    posted a message on Aura - visual effects

    Hey I'm stuck on a couple of things

    I would like to have the caster of my slow aura, play an animation of somesort kinda like the "timewarplaunch" protoss effect whilst it is casting the aura, and the units affected by the aura I would like to have some sort of visual effect on them.

    Currently I have 2 behaviours and 2 effects with my aura, I'm assuming I need to make another effect, I am just not sure of what type and how to attatch it properly

    Posted in: Data
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    posted a message on Need Help With Triggers.

    @nevjmac: Go

    this probably no longer belongs in the forums, I have sent you a PM, you can continue messaging me there ^_^

    Posted in: Triggers
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    posted a message on Need Help With Triggers.

    @Trembelwick: Go

    I thought it might bug, what happens if you set the == 2 to >1

    Posted in: Triggers
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    posted a message on Need Help With Triggers.

    Right so that trigger works properly? it takes removes the civilians from the region and creates an scv? what happens if you take 3 civilians in, does it remove all 3?

    ok so you want a new trigger wit hte same event, if any unit enters spawn bought units , and you will want a condition to check the owner of the unit ( so you may need to do this in more than one trigger ) and you will want to make the action unit move instantly to the starting location

    Posted in: Triggers
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    posted a message on Need Help With Triggers.

    Nice work!

    No your not doing anything wrong, you just need to change the point part of that action trigger to a region and then select what region you want.

    What is it your going for with the "Create Units after x kills" idea? what units are getting created and who for? as for variables, they are going to become your best friend in the editor, variables are like a harddrive, they store information that you may need later, so if you needed an interger variable to store how many kills someone was on, or how much minerals they had earnt etc. they don't just have to store numbers though, and thats where all the differrent variables come in

    ok so with the civilians you need to have a trigger that starts when a unit enters such region, the conditions you would set if you need to have a certain amount of civilians in the region, and if it passes the conditions it will remove all the units and create a marine(or whatever it is you require)

    Posted in: Triggers
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    posted a message on Need Help With Triggers.
    Quote from Trembelwick: Go

    Hey So for the last few days Ive been playing around with the map editor and data editor and Ive gotten the hang of it but the trigger editor just blows my mind! I have no idea how to understand it and even where to start. So i was wondering if any one could help me figure out what i need to do for some triggers, just so i can wrap my head around it a bit and understand more.

    I'm trying to do the Following

    -Create a single unit in a region. Depending on how you want to do this, do you want the unit spawning on its own or do you want the unit someone trained to build into this region?

    -Create Units after x kills You would need to have a variable to track the amount of kills a player has and have a trigger that fires off when a unit dies, have a condition that checks how many kills the player has and then make an action that spawns those units if that player is at a certain amount of kills

    -Bring x amount of guys(money) into region and 'purchase' Hero unit (Then kill off the "money") This one is a bit confusing, is "guys" like minerals? or just a unit, so if you have a certain amount of units in a set region you sacrifice the units and spawn a hero? if so, then you need to have a trigger to count the number of units in the region and have a condition that when it reaches the set number you want, removes all those units from game and spawns the hero that you want

    -Create x amount of guys and send them to move and not attack from point a to point b. easy trigger, you should be able to work this one out, with a simple unit move trigger

    -After wave is complete show a 45 Second countdown timer till next wave. making timers are a littler harder, you need to have a a variable for the amount of units in your waves that counts itself down when the units die and when that reaches zero, you create a timer of 45 seconds.

    If any one could help me on these that would be amazing!

    I have bolded my answers, ideally you need to try making the triggers for yourself first, once you have given them a try post them here and we can see where you need help with.

    Posted in: Triggers
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    posted a message on Add info to Tooltip

    @alejrb: Go

    duh... didn't even think of using variables with triggers >.<"

    right so after getting lost in the trigger menu with this new thought, I can do the majority but adjusting the weapons tooltip which action trigger would I use to acheive that?

    Posted in: Data
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    posted a message on Add info to Tooltip

    @alejrb: Go

    yes that would be getting awfully complicated if I want to have more than one variable that would be changing on that tooltip though :/

    Posted in: Data
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    posted a message on Struggling with custom weapons..

    @Demalii: Go

    are you following a weapon tutorial? or doing it yourself?

    from your description it sounds like you have not linked the firing actor to the effect of your weapon properly?

    Posted in: Data
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    posted a message on How can I limit carrier movements? (not no fly zone)

    @RedBeardBG: Go it shouldn't take ages to do though :/ unless how many islands or such do you have, and you can link all the regions in one trigger, infact you can have all the regions set as one region

    Posted in: Data
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    posted a message on How can I limit carrier movements? (not no fly zone)

    Make regions over the land and use triggers, I have not seen anyone able to use no fly zone effectively.

    triggers wouldn't be hard to set up

    event - any unit enters region condition - unit is type carrier action - move triggering unit backwards

    Posted in: Data
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    posted a message on Changing default right click action.

    Untitled Trigger 001 Events

    Unit - Any Unit is issued an order to Move

    Local Variables Conditions Actions

    Unit - Order (Triggering unit) to ( Attack (Redirect) targeting (Triggering unit)) (Replace Existing Orders)

    I am not entirely sure how you would go about this but here are my thoughts

    Assuming this is for a custom game not for ladder matches, a trigger based off the above one could work, you would have to set it up so that it actually replaces the order correctly. currently I ahve it set to attacking the triggering unit rather than attack-move to the location of last order.

    something for you to work off nonetheless?

    Posted in: Data
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    posted a message on Add info to Tooltip

    @RileyStarcraft: Go ah ha! how did i not see that...

    Ok that seems to work I have a new problem evolving off that, when I put data in the tooltip my weapon disapears from the data editor weapon list??

    and is it possible to use variables in the custom tooltip?

    edit. fixed the weapon disapearing, still would like to know if and how to use variables in the tooltip?

    Posted in: Data
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