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    posted a message on Set level of ability on created unit to be the same as caster

    Yeah no problem. What game are you working on?

    Posted in: Data
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    posted a message on Set level of ability on created unit to be the same as caster

    Ok well im not sure about that but you could use a trigger that give the target unit a buff that makes the effect you want just make a if/then and just have it check the target unit.

    Posted in: Data
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    posted a message on How to make channeling heal ability to continue healing a unit with full HP?

    Really not sure what you want but you could just add health regeneration to unit. With a buff that starts at the end of the healing process and goes away after a time or just add it to the unit.

    Posted in: Data
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    posted a message on Reaper able to teleport when jumping

    Im not sure what happened. But I made a hero out of campaign reaper. I made one change adding a delay to the "move out" on the ability however last night when testing the game if a player makes the reaper climb up/down a cliff if the player clicks somewhere mid jump the reaper will teleport to that location. I really dont think I did anything. Any ideas?

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    Ok in detail.

    I have heroes on two teams and they buy their weapons through shops. The heroes do not have weapons to start with. So they purchase the weapons at the shops that are neutral. There are a total of 5 tiers for each weapon type.

    Currently how the shop works is it is owned by neural and I have shared control ability on it. The weapons are trained units with items attached to them, and the items have the behavior of weapons. Thus the inventory will equip the item and the weapon will be added to the hero.

    What I want to do is make it to were you can exchange these weapons for the next tier at a cost instead of having to sell your old one and by the next tier.

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    I guess the problem is is that I made a bunch of items instead of making a bunch of items that have buffs. Because right now you need to sell your old item in order to get the next tier item I was hoping for a way to swap those two items out. Basically incorporating the old item into the cost. But either way right now the game mechanics are you have a bunch of items that you can buy from shops, which are units that are trained and equip as items, and you can drop and sell these items. Also I have to admit I don't really understand how to use validators.

    Posted in: Data
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    posted a message on (help) attack range buff broke after 3.0?

    So does this buff also change the range of the search effect on the weapon. Maybe that is the problem.

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    You can pick the weapon for your hero. So you can changed the weapon and have more weapons. Right now when you have the item in the inventory it adds the weapon buff to the unit. So i need to make a buff that removes the weapon and changes it? However if i do that the old item will still be there right?

    No when i used morphing with the shop the shop messed up and i lost control

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    I have an inventory system I thought you had to have items in order to use the inventory system. I must have missed understood how it works. You have a unit to tain the unit, the unit has the item and the item has the buff of the weapon. And ill try your buff idea. Ps. I tried morphing the unit to the next level unit that has the new item.

    Posted in: Data
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    posted a message on Unit is given attack order but replies with "yes" sounds

    Have you tried playing the attack sound in the editor and seeing if it says attack or if it says yes could be nothing wrong with what your data is simply that the sounds are mixed up.

    Posted in: Data
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    posted a message on Ability level special request

    What I would do if I would have the ability in one section and then right below it I would have the ability research below it and you can level up the research. Upgrade the first ability. Exp. Say you have a armored ability. Right below it have armored upgrade that goes to level 6 (that is the research ability) then in the upgrade tab make 6 upgrades for the 1st ability. Not sure if you want it like that.

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    Bumb. Where is DrSuperEvil he/she is a genius of the editor I'm sure he/she knows.

    Posted in: Data
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    posted a message on Help upgrading weapons to new weapons

    I feel silly asking this. I should know but I cannot figure it out. I have a weapons system like desert tank battles and right now when a player wants to upgrade their weapons they have to sell the old one to the store and by the next tier. I want to add an upgrade to next tier button. A ability that my shop has to remove the old weapon and replace with next tier. I tried morphing the unit item, tried triggers that remove items, and I looked for a requirement or a cost but couldn't figure it out. Looked all over the forums and couldn't find anything. Please and thank you. Also try out my 1st map Sack Battles I am going to be working on it for a long time.

    Posted in: Data
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    posted a message on Help with morphing units

    I can make my unit morph into the unit i want it to however i want a "shop" to activate this ability. I feel like i need to set a requirement and use the upgrade system however i cant find info on how to do that.

    Posted in: Data
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    posted a message on Unit dies in region

    I think i have a working trigger for it 1st ill show 2 other triggers to give a idea what is going on. Then i will show my new trigger that seems to be working however i am worried something else could set it off.

    Starting Trigger for base Capture Mid Base Start Events Unit - Any Unit Enters Mid Base Capture Zone Local Variables Conditions ((Unit type of (Triggering unit)) is Hero) == True Normal Game >= Death Match Actions General - Pick each integer from 1 to 4, and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base >= 1 (Owner of (Triggering unit)) == (Picked integer) Not Conditions Mid Base Owner == 1 Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base + 1) Else General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base == 0 (Owner of (Triggering unit)) == (Picked integer) Not Conditions Mid Base Owner == 1 Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base + 1) Timer - Unpause Mid Base Timer - Show Mid Base Window for (All players) Ping - Create an objective ping at Mid Base point for Secondary objective with tooltip "Red Team is capturing Middle Base!" Variable - Set Mid Base Ping = (Last created ping) Else General - Pick each integer from 5 to 8, and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base <= -1 (Owner of (Triggering unit)) == (Picked integer) Not Conditions Mid Base Owner == -1 Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base - 1) Else General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base == 0 (Owner of (Triggering unit)) == (Picked integer) Not Conditions Mid Base Owner == -1 Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base - 1) Timer - Unpause Mid Base Timer - Show Mid Base Window for (All players) Ping - Create an objective ping at Mid Base point for Secondary objective with tooltip "Blue Team is capturing Middle Base!" Variable - Set Mid Base Ping = (Last created ping) Else

    If unit leave trying to capture zone Mid Base Leave Events Unit - Any Unit Leaves Mid Base Capture Zone Local Variables Conditions ((Unit type of (Triggering unit)) is Hero) == True Normal Game >= Death Match Actions General - Pick each integer from 1 to 4, and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base == 1 (Owner of (Triggering unit)) == (Picked integer) Then Timer - Restart Mid Base Timer - Pause Mid Base Timer - Hide Mid Base Window for (All players) Variable - Set Team Capturing Mid Base = 0 Ping - Destroy Mid Base Ping Else General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base >= 2 (Owner of (Triggering unit)) == (Picked integer) Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base - 1) Else General - Pick each integer from 5 to 8, and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base == -1 (Owner of (Triggering unit)) == (Picked integer) Then Timer - Restart Mid Base Timer - Pause Mid Base Timer - Hide Mid Base Window for (All players) Variable - Set Team Capturing Mid Base = 0 Ping - Destroy Mid Base Ping Else General - If (Conditions) then do (Actions) else do (Actions) If Team Capturing Mid Base <= -2 (Owner of (Triggering unit)) == (Picked integer) Then Variable - Set Team Capturing Mid Base = (Team Capturing Mid Base + 1)

    Trigger that now working? Mid Base Death Events Unit - Any Unit dies Local Variables Conditions (Mid Base Window is visible for player (Owner of (Triggering unit))) == True (Count of Any units in Mid Base Capture Zone owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == 0 ((Unit type of (Triggering unit)) is Hero) == True Normal Game >= Death Match Actions Timer - Restart Mid Base Timer - Pause Mid Base Timer - Hide Mid Base Window for (All players) Variable - Set Team Capturing Mid Base = 0 Ping - Destroy Mid Base Ping

    Posted in: Triggers
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