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    posted a message on Increase Research Speed with Triggers

    Yes, I'm aware of that feature. The research modules are on each hero in a submenu. But, even if the research modules were all on the "fountain" or "shop" the time scale would still need to change when the hero unit arrived at the "shop". In this case, it would probably need to modify the timescale for the research module only.

    Posted in: Triggers
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    posted a message on Increase Research Speed with Triggers

    I have a Moba with heros. Each hero has the ability to upgrade their weapons, armor, abilities etc. while in combat. However there is a draw back to this. I want the research to take longer when away from the base. I want to create it so that when the hero returns to base the upgrade speed will triple. Giving incentive to return to base every now and then in addition to healing.

    Anyone have any ideas how to do this? I know the Starcraft cheat code catfoodforprawnguns actually has this effect. Though it's like a fast build effect for everything. I figure since Blizzard did it with a cheat code, there's got to be a way to do it for a specific player when he/she brings their hero to a targeted location.

    Posted in: Triggers
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    posted a message on Dialog Labels help needed

    @unclesatan: Go

    Awesome! Thanks so much for the help. Was able to get that working!

    Posted in: Triggers
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    posted a message on Dialog Labels help needed

    I really have a very simple request but I can't seem to figure this one out. I'm trying to create a simple dialog label inside the dialog but I can't seem to get the text size to increase. No matter what I set the text size to, it's always too small to read in the game. I've edited text before with other things and it changes, and then other times it seems to never change.

    I suppose I'm not understanding how the text editing or UI editing part of the editor works. Could someone help me out? Or is this a question for UI development?

    Posted in: Triggers
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    posted a message on How to disable an ammo units abilities through triggers

    I have a hero with multiple ammo units. Upon activing a particular buff, the ammo units are supposed to be disabled. Only one ammo unit uses a persistent effect and is internal while the others are external and are supposed to automatically fire at targets unless the hero activates the buff.

    What I am trying to do is deactivate the ammo units ability to Fire when the hero unit actives the buff. However, No matter how much I try to add the ammo units to a unit group and then trigger the unit group to disable their abilities it doesn't work. I am completely confounded as to why these triggers are not setup properly. Please, any help would be greatly appreciated, Here is a breakdown of the triggers.

    ''Global Variable''

    ''Battlestar Fighter Group = (Empty unit group) <Unit Group>''

    ''Battlestar Fighter Group Trigger''

    ''Events'' ''Unit - Any Unit creates a unit with ability Any or behavior Any'' ''Local Variables'' ''Conditions'' ''(Unit type of (Triggering unit)) == Battlestar Carrier'' ''Actions'' ''Unit Group - Add (Last created magazine ammo unit) to Battlestar Fighter Group''

    So I am attempting to add the ammo units to the global variable every time the ammo unit is created with the hanger ability. And then I have a second trigger for the buff ability.

    ''Battlestar Laser Batteries''

    ''Events'' ''Unit - Any Unit uses Battlestar laser batteries at Generic3 - Execute stage (Ignore shared abilities)'' ''Local Variables'' ''Conditions'' ''(Unit type of (Triggering unit)) == Battlestar Carrier'' ''Actions'' ''Unit - Disable the Attack ability for (Unit (Number of Living units in Battlestar Fighter Group) from Battlestar Fighter Group)''

    Anyway, this doesn't work. I haven't even seen evidence that the ammo units are even being added to the unit group. I don't understand why.

    Posted in: Data
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    posted a message on Why does my custom ability not appear in the trigger editor?

    I want to use the trigger, Unit uses ability. with my custom ability. But my custom ability does not appear in the trigger editor. Why?

    Any help? Thanks!

    Posted in: Data
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    posted a message on (Solved) How to reduce health bar size

    @Bommes: Go

    Great stuff! Thanks alot!

    Posted in: Data
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    posted a message on (Solved) How to reduce health bar size

    Hey guys,

    I'm making a carrier hero with fighters. I've been able to reduce the model size and selection radius to an appropriate size but the health bars are still HUGE on these teeny tiny fighters! LOL. How do you reduce the size of the health bars on the fighters?

    Thanks!

    Posted in: Data
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    posted a message on What is the Hover Field in the bonus attribute

    What is the Hover Field in the bonus attribute damage under effects? Is that for air?

    Posted in: Data
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    posted a message on Eliminate build on Carrier

    Hello, does anyone have any ideas for eliminating the build que on a carrier unit with an arm magazine ability. Looking for a flag somewhere or something that would not require a building que to come up to use the arm magazine ability, but there may not be a way. Basically I am using the ability as a dummy ability to use with a trigger to charge up another ability. I want the ability autocasting without clogging up the que list since I want that open for doing upgrades at the same time. Any ideas?

    Posted in: Data
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    posted a message on Increase number of icons in equipment array

    @MasterWrath: Go

    Hey thanks for the tidbit.

    Posted in: Data
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    posted a message on Increase number of icons in equipment array

    Hello,

    When editing a unit, does anyone know how to increase the number of icons you can put in the equipment array? I noticed that It will only fit about six items in the equipment array. I'd like to double that and put about 12 icons. I was thinking if there was a way just to make the icons smaller or something. Maybe there is another way. Anyone have any ideas?

    Posted in: Data
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    posted a message on Turn interceptor launch from weapon into ability

    I've been trying to turn the carrier interceptor launch from a weapon to an ability that is auto castable. I can get the fighters to attack and launch but cannot get them to return to the carrier. Basically, I am using a the launch interceptor (magazine) effect and am also trying to learn how to use the switch effect so that I can send the fighters out, and then return them. Additionally, the fighters will only attack one target and the stop without even returning. Would be nice to give the fighters the ability to "Think for themselves" while they are outside the carrier and then return upon command.

    Posted in: Data
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    posted a message on Make a carrier's interceptors automatically attack even during move command in WoL

    @DrSuperEvil: Go

    I had a new idea, which I like better for what I want to do. Essentially, I want to create an ability called, "Fighter Launch". I also want the ability to have an autocast option. When the hero comes into range of enemy units, if Autocast is on, then the fighters will automatically launch. If autocast is not on, the fighters will not launch until the ability has been activated. Almost like a toggle switch, toggle fighters in and toggle them out. There is a similar ability on Starbattle. I have successfully, gotten the fighters to launch when in range of an enemy unit, but I can't get the fighters to return to the hero after the battle is over. They just stop and sit there. So Basically, any advice in editing the magazine effect / persistent effect, would be beneficial.

    Posted in: Data
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    posted a message on Make a carrier's interceptors automatically attack even during move command in WoL

    @onlyleviathan: Go

    I had another idea, and that was turning the launch fighter effect into an ability. Does anyone know how to go about doing this?

    Posted in: Data
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