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    posted a message on Dogfighters

    Look's great. I am looking forward to playing it.

    Posted in: Project Workplace
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    posted a message on (Solved) Energy requirement
    Quote from Forge_User_44611484: Go

    @Demtrod: Go

    Well ya.. I know about the cost energy but that will decrease the energy and that is not what I want. I want to just check if the building has that energy and if it does than to be able to upgrade it.

    I will try the validator way. Hopefully I will get it right .

    You are causing everyone extra work because you are being narrow minded. Use the suggestion for cost, and add a trigger or effect to refund the energy.

    Done.

    Posted in: Data
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    posted a message on How to create a Weapon Swap Ability (Solved)
    Quote from DrSuperEvil: Go

    Check my data assets for a demo map made what 4 years ago and always available?

    In addition to that, there is already a unit in the game that does this *what the OP is asking for) in the WoL campaign.

    Posted in: Data
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    posted a message on capture xel'naga tower by buy it (like in hero attack)

    @kogits35: Go

    I have not seen what you descried in a map personally before, but it sounds like it's triggered, and maybe a touch of some behaviors.

    It's most likely something along the lines of an area search behavior which can be called by a running trigger which switches player control of the tower. After that, you can add a dummy 'buy' ability which will trigger the unit's owner again.

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    @Fen1kz: Go

    I don't understand you're issue with the "1st tap switch unit to targeting mode".

    Do you mean you don't know how to make an ability with a target?

    Also, there may be a way to tie in a dummy spell, or dummy unit.

    On another note, are there no spells in SC, even in the campaign, that are auto self cast unless you target another unit? I can't think of any direct ones off the top of my head, but you may want to look into an ability such as the queen's transfuse and work from there.

    If I think of anything else, i'll let you know.

    Edit:

    As for the dummy units mentioned, maybe add a dummy unit that is targeted when the hotkey is pressed, or an event from the spell to do something adding a counter, and when the counter reaches 2, with the condition of the spell not being on cooldown, you can cause it to target self that way.

    It's a bit complicated, but it works in my mind.

    Posted in: Data
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    posted a message on (Solved) Cone Weapon?
    Quote from Forge_User_44611484: Go

    @silvermage: Go

    I want to also apply a behavior to the target, so this wont work.

    It will work.

    You can add a behavior two ways by doing this.

    1. Through data - Apply the behavior through an event to damaging unit (through damage)

    2. Through triggers - eg:

    Unit Does Damage

    Damaging unit is type of [you're unit]

    Apply behavior to attacked unit

    (Roughly something like that. )

    Posted in: Data
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    posted a message on (Solved) Play animation in reverse?

    @Demtrod: Go

    Have you tried looking in the actor events? I believe there is a option to play it in reverse if i'm not mistaken.

    Posted in: Data
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    posted a message on (Solved) Cone Weapon?

    @Demtrod: Go

    You know, you could just create a splash radius on the attack, and then set the angle to 90 degrees.

    It would be far simpler than what you are doing.

    Posted in: Data
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    posted a message on unit that lasts certain amount of time
    Quote from VisionElf: Go

    @Darttagman: Go

    Just create a Behavior (with your duration) that will apply the "Suicide" effect when Behavior expires. Check how the infested terran works if you don't see what I mean.

    This is a great way to do it.

    Although if you don't know how to do this, you can have the same effect by simply adding a trigger that puts a expiration timer on you're created unit.

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    @Fen1kz: Go

    What if you made a toggle ability? For instance, activating the ability would enable another ability on the unit.

    So you could take a ability like "Hold Fire", and then have a linked ability or event add another ability to the unit when this happens. Said ability will have the same hotkey, and it would function as if you double click.

    Let me know what you think.

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    @Fen1kz: Go

    You can use triggers to do this.

    Set a variable counter in you're trigger, and simply have it use an ability on the casting unit when the counter reaches 2. (The counter would be counting the times the button is pressed)

    Posted in: Data
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    posted a message on Rage inducing map problem
    Quote from Imperfect1987: Go

    It takes some time learning how to make units from scratch but once you learn it the possibilities you open are just so much greater. I recommend looking at some of the tutorials. Basically there are 3 main components for making a simple unit. Make a unit in the unit tab, link that unit with a unit actor, and linking that unit actor with a model. You can link the 3 together easily by having them all the exact same name but it's best to learn how to link them without having the same name. Like I said I suggest you look up some tutorials. Afterward you can learn to add custom abilities/behaviors/attachments and other things if you want.

    This. Same thing I always say to people. If you make a unit from scratch, you're understanding will be tenfold.

    Posted in: General Chat
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    posted a message on Colonial Line Wars review - the tug'o'war we've been waiting for
    Quote from Taintedwisp: Go

    @QueenGambit: Go

    It sucks compared to the old one, I might actually create a new one soon :P dunno yet though, it would be pretty simple to do, but if I create one its going to be like the classic civ wars. I am considering it as 1 of 3 possibilities, if I remake civwars, though I will need a dedicated triggerer.

    You may want to contact lithe first before you decide to make a new one.

    When the map was very popular about two years ago, lithe decided he wasn't going to work on the map anymore.

    I was a huge contributor on the map's forums, and at the time, was probably the next one to take over the map at that time.

    When I was getting things together and contacted lithe for a copy of the map, he decided that he wanted to start working on it again. (Some of this due to his ego)

    In any case, my suggestion to you, is see if you can get a hold of lithe before you starting making a copy of CLW. Maybe you can convince him to give up the map.

    Posted in: Map Review
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    posted a message on [Solved] Worker not visable after HoTS

    @Photoloss: Go

    It's currently set up as an Arcade Map. The Multiplayer Data is not loaded.

    --

    It seems I have found the problem. There where a ton of errors in the worker Actor - Events. Half of them where copies of flying validations (up to 3 copies) and the rest where cheer animation height levels.

    I reset all of the events with error flags, which resulted in the working showing and acting normally.

    Thanks for the help!

    Conclusion-

    My guess is that the cheer animations from HoTS screwed up some settings. As for the height validations, I have no idea where the copies came from.

    Posted in: Data
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    posted a message on [Solved] Worker not visable after HoTS

    @Zetal: Go

    I removed the workers weapon entirely, getting rid of the error that it yields, although the worker itself still isn't visable.

    As for the rapid_spark error, it's just a color issue that doesn't effect the game at all. The effect simply can't handle color input, which is fine.

    I'm still convinced it's has to do with some change they made in the editor from the last time I worked on my map, till HoTS.

    Posted in: Data
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