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    posted a message on Changing Weapon/ability effect to ground plane

    Hello,

    I created an ability based off of the hurricane missile pods. I didn't start from scratch but just did my own modifications. I have everything the way I like it except for one tiny detail. I noticed the graphic for the ability is located in the air. It is firing from an air unit to the air plane (As was the original hurricane missile pod ability). I want it to fire from the air unit to ground units. I found several effect fields that said height map, (ground versus air) I changed them to ground but it still is not working. Where do I change the field map so the animation goes to the ground?

    Posted in: Data
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    posted a message on How to turn a weapon into an ability

    Hello,

    I want to turn a weapon (Colossus Thermal Lance) into an ability that is castable, requires energy to cast and has a cooldown.

    How would I go about doing this?

    Posted in: Data
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    posted a message on Spawn unit ability

    Hello,

    I have an interesting idea for a unit. I would like to have a spawn unit ability. Is there a way to do this in the data editor without using triggers? If so, how complex is this procedure?

    Posted in: Data
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    posted a message on (Solved) How to put upgrade ability on the unit

    @onlyleviathan: Go

    "Solved" I just solved my own problem! Thanks for reading anyway.

    Posted in: Data
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    posted a message on (Solved) How to put upgrade ability on the unit

    @onlyleviathan: Go

    Okay so I figured out how to make the upgrades work, now I am just trying to get the tool tip to show the current level of upgrade on the unit. I can see the upgrade has gone into effect, but it does not show the number that corresponds to the level of upgrade on the unit tool tip. How do you do that?

    Posted in: Data
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    posted a message on (Solved) How to put upgrade ability on the unit

    @onlyleviathan: Go

    Additionally, the unit with the upgrade ability also has 2 other special weapons. How do I make sure when the unit upgrades that those other weapons are also upgraded? The last time I checked, those weapons did not upgrade.

    Posted in: Data
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    posted a message on (Solved) How to put upgrade ability on the unit

    Hello, I was trying to put the upgrade abilities (Protoss Shields, Air weapons, air armor) on a single protoss air unit. I was successful in putting the ability and the buttons on the unit and can even upgrade to level 1 on all three but after level one upgrade has finished, it does not show the level 2 button. I have placed all three upgrade buttons just like it is on the forge and cybernetics core. What am I still missing? Or better yet, how can I make the upgrade infinite so you can just keep upgrading all you want.

    Posted in: Data
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    posted a message on Dota style/League of legends style victory conditions

    Hey thanks for the help! Great Tutorial!

    Posted in: Triggers
  • 0

    posted a message on Limiting fighter quantity

    I gave a custom unit the ability to launch fighters. However, you can build infinite interceptors on the unit. How do you restrict it so you can only build the default 8?

    Posted in: Data
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    posted a message on Error message please help

    @onlyleviathan: Go

    Here is a simplier version of the code, AND I still get the exact same error message that is above.

    hero dies Events

    Unit - Any Unit dies
    

    Local Variables Conditions

    ((Unit type of (Triggering unit)) is Hero) == True
    

    Actions

    General - Wait 5.0 Game Time seconds
    

    Unit - Revive (Triggering unit)
    

    Unit - Move (Triggering unit) instantly to (Start location of player (Triggering player)) (No Blend)
    

    So I realize that some other problem is going on in the map. Here is the attachment.

    Posted in: Triggers
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    posted a message on Error message please help

    @onlyleviathan: Go

    I basically copied the triggers from this tutorial....

    http://www.sc2mapster.com/forums/resources/tutorials/17011-complete-noobs-guide-to-dota-style-maps-part-4/

    If you think there is a simplier way to create respawns, I am all ears....

    Posted in: Triggers
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    posted a message on Error message please help

    @hobbidude: Go

    I had the life set to 400 because the unit was starting with 1 hp. I think there's probably something in the data editor to fix that but I haven't found it yet. However, that was on the map in which the trigger was working just fine and respawning the hero.

    Posted in: Triggers
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    posted a message on Error message please help

    @hobbidude: Go

    Why would it not be classified as a unit? I did some modifications to the unit in the data editor but I didn't change any of it's core qualities that classify it as a unit. That is very strange, I even played the map without the respawn and it works fine. I can train the unit like any other normal unit on the map as well.

    Here is the code redone. This code is basically taken from a tutorial on how to respawn heros. I think that other variable was added for item inventories. I have put that code back in here.

    hero dies Events

    Unit - Any Unit dies
    

    Local Variables

    killed unit = (Triggering unit) <Unit>
    

    temp group = (Empty unit group) <Unit Group>
    

    Conditions

    ((Unit type of (Triggering unit)) is Hero) == True
    

    Actions

    Variable - Set killed unit = (Triggering unit)
    

    UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
    

    Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    

    Actions

    Unit Group - Add (Picked unit) to temp group
    

    General - Wait 5.0 Game Time seconds
    

    Unit - Revive killed unit
    

    Unit - Move killed unit instantly to (Start location of player (Triggering player)) (No Blend)
    

    Unit - Set (Triggering unit) Life to 400.0
    

    Unit Group - Pick each unit in temp group and do (Actions)
    

    Actions

    Unit - Create one (Unit type of (Picked unit)) item in the inventory of killed unit
    

    Unit - Remove (Picked unit) from the game
    

    UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area
    

    Any help in understanding why these errors are occurring. I'm just not sure how its not registering the unit as a non-unit. I was able to get this to work in a small version of the map, but when I transferred over to my map with the modifications it started giving me the error messages.

    Posted in: Triggers
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    posted a message on Error message please help

    So I test these triggers in a small version of the map and I had no problem getting my heros to spawn after dying. I then copied the triggers into the big version and low and behold I get error messages. Can someone tell me what the heck this message means.

    Scri: Trigger error in 'gt_herodies_func':Could not get 'unit from parameter in "UnitSetPosition' [value:223#1]
    Near line 85 in gt_herodies_Func[] in MapScriptgalaxy

    Scri:Trigger error in gt_herodies_Func: Paramter out of bounds in GameAttributePlayersForTeam' [Value: -1. min: 1 max: 16]
    near line 87 in gt_herodies_Func[] in MapScriptGalaxy

    Scri:Trigger error in gt_herodies_Func:Could not get 'to' from parameter in 'UIDisplayMessage' [value :0]
    near line 87 in gt_herodies_Func [] in MapScriptGalaxy

    Here is my trigger Text

    hero dies
    Events
    Unit - Any Unit dies
    Local Variables
    killed unit = (Triggering unit) <Unit>
    temp group = (Empty unit group) <Unit Group>
    Conditions
    ((Unit type of (Triggering unit)) is Hero) == True
    Actions
    Variable - Set killed unit = (Triggering unit)
    UI - Display "Your Mothership was destroyed! Resp..." for (Players on team (Triggering player)) to Subtitle area
    Unit Group - Pick each unit in (Any units in (Region((Position of killed unit), 0.1)) owned by player Any Player matching Required: Item; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
    Actions
    Unit Group - Add (Picked unit) to temp group
    General - Wait 5.0 Game Time seconds
    Unit - Revive killed unit
    Unit - Move killed unit instantly to (Start location of player (Player (Triggering player) from (Allies of player (Triggering player)))) (No Blend)
    Unit - Set (Triggering unit) Life to 400.0
    UI - Display "Your Mothership has respawned!" for (Players on team (Triggering player)) to Subtitle area

    This trigger worked perfectly on a small version of the map. I have 8 computer players and 2 human players. I am in the process of working out a dota style map with automated computers.... Perhaps too many computers? I know at some point I need to just have 2 computer AIs. but for now I thought this simple test would work.

    Posted in: Triggers
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    posted a message on Dota style/League of legends style victory conditions

    @zeldarules28: Go

    Thanks! Now how do I use triggers to make my heros respawn after they die? I have them respawning at starting locations.

    Posted in: Triggers
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