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    posted a message on Search area validator

    @Sherlia: Go

    I don't know if you have this figured out or not, but I will tell you what I do.

    Not only is it a relatively simple validator, Blizzard provides some for you. They are titled life < 1/2 HP, life > 0 Hp, and others like that.

    Simply duplicate one of these validators, and change the vital to being energy.

    Then, when that is done, change the desired percentage to be whatever you want. Also, make another duplicate, and set the type to "delta" instead of "fraction", and make sure that the amount of energy missing is above what you want. I think that is what delta does, I am not sure though.

    Posted in: Data
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    posted a message on Is there a way to increase command card size?

    @aczchef: Go

    Alright, well make sure to tell me how it goes and if you need anymore help.

    Posted in: Data
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    posted a message on The Market: At a Fork in the Road

    B-B-B-B-B-BUMP!

    Posted in: Map Feedback
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    posted a message on Simple noob question

    @kenxftw: Go

    Yes, unfortunatly that is not possible to do directly through triggers.

    However, as usual, there is a workaround.

    Give zealots a simple search behavior, that will set off a dummy ability when a unit is detected by the search.

    Simply have a trigger "unit uses ability", and have condition making sure that the triggering ability is the dummy ability set off by the zealot.

    Also, you can make a longer lasting dummy ability, to avoid the need for messy "wait" conditions in your triggers. In other words, instead of setting the "at" condition to "Generic3 - Execute" you can set it to "Generic6 - Complete".

    You are going to make sure that the player does not know that this ability is being used in the background. Disable all notifications and UI messages, and you should be good to go! This should generate less lag for your map as well.

    Posted in: Triggers
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    posted a message on Hero Line Wars

    I'm sure someone has said this already, but did you get Gui Montag from Fahrenheit 451?

    Posted in: Project Workplace
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    posted a message on Is there a way to increase command card size?

    @Playmo: Go

    Well, technically no. You could have some work arounds though.

    For example, put 2 or three abilities in each section of the command card. Then have one spot open for the "switch". This would disable all of the current abilities, and then enable another set, essentially cycling through them.

    Just make the "switch" research an upgrade that does nothing (dummy), and then have the other upgrades require that upgrade. When the "switch" is used again, have it un-research that upgrade (I think you have to use a trigger) and then research the other upgrade, cycling through your list of abilities.

    Posted in: Data
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    posted a message on The Editor's 1st birthday

    @Lucavious: Go

    I do agree that it is complex, but not as much as it first appears. Once you get used to it, it really is not that difficult to understand.

    There are aspects of it that are confusing, but you don't have to mess with those if you don't want to.

    I do agree that there should be a beginner's editor. It appears to me that there is only the editor, and then The Galaxy code. IE, Hard and Really Hard.

    But other than that, I would recommend watching ALL of OneTwo's video tutorials on YouTube, they will literally teach you everything you NEED to know.

    Posted in: General Chat
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    posted a message on Are non-incremental upgrades possible?

    @Lucavious: Go

    Np.

    If you want to only use the data editor, (which is sometimes not the best option), you would want to follow the third option which I will now explain further.

    The idea is that you create an upgrade that upgrades itself, like most upgrades like that do. Then find an algorithm that fits the points (0,0), (1,5), (2,7), (3,10) and have the second buff only apply when the algorithm is met. You can find what this is using a graphing calculator.

    There are more complex ways of doing it, but some of them require a lot of work and will mess with the UI. (You could apply attributes to the hero, and then have the second bonus, the attack bonus, upgrade on levels 5, 7, and 10 of the first)

    I'm not sure if you have to make the unit a hero as well, I have never tried to do such an odd ability leveling system before.

    Posted in: Data
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    posted a message on strafing?

    @Reaper872: Go

    For the missile, I would recommend looking at some other tutorials, for that is fairly complex.

    As for the movement, alter the movement ability and make sure that it does not change the facing of the unit. Duplicate it, and then give the unit 2 abilities. Assign normal movement to W, and the new strafing movement to AW and D.

    You can find how to do that in some of the tutorials, and on YouTube as well. Once again, that is a little bit complex, but that is how I did it when I was making my "Alien Invaders" test map.

    Posted in: Triggers
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    posted a message on The Editor's 1st birthday

    @Lucavious: Go

    Actually the Galaxy Editor is incredibly powerful, and surprisingly easy to use once you get the hang of it. You can make a much more customized hero in SC2 in 50 minutes, then in WC3, where it would take 20 minutes, but much less customized.

    I personally do not know much about WC3, but I have messed around with the editor and know that the SC2 Galaxy Editor is MUCH better.

    Posted in: General Chat
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    posted a message on Are non-incremental upgrades possible?

    @Lucavious: Go

    What do you mean by levels? Are you refering to a hero, or levels of the ability?

    If you are refering to levels of the ability, instead of making an upgrade that increases its own price (which is what most people do) instead make an actual leveling ability, and then assign that buff to the unit you want to increase.

    If you don't want to do that, I would recommend going into the ability itself, and making another ability that is only researchable when the upgrade reaches levels 5, 7, and 10.

    Also, I am sure that there is an algorithm that you could get to 5, 7, and 10 with. If you find it, you can go behond 5, 7, and 10.

    You can do it through triggers too. Make a global variable, title it "times researches". And then simply have a condition to research a hidden ability that increases the damage when that value reaches 5, 7, or 10. (or any other numbers). Simply disable to notification for the second upgrade being researched, and then the user will never know that it is actually 2 upgrades being researched. You can also set another if-then statement for the numbers before, (4,6, and 9) to change the button of the ability to notify the user that upgrading that ability will upgrade attack as well.

    If you have any questions, feel free to ask.

    (Sorry if I was unclear, I was in a rush)

    Posted in: Data
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    posted a message on [Suggestion] Solution to get time function

    @Cloud_Wolf: Go

    I'm actually not sure where the time is taken from, but I know that it is displayed int the UI, and if it is displayed int he UI, it is accessible. (At least it was, before they changed all the UI layout stuff)

    That way you would just take the time and date, and then do some math and then be able to figure out the total time.

    I think that could work, but please, prove me wrong, because then I will understand how the new UI layout thing works.

    Posted in: Map Suggestions/Requests
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    posted a message on Call of Duty Map Pack

    So I was on YouTube, and I saw that Black Ops was releasing a new map pack!

    And to be honest, the first thing I thought to myself was "Who cares?"

    Is it just me, or does it seem that Black Ops is a fail compared to Modern Warfare, simply because of the fact that they tried to make the game more balanced, thus, in my opinion, eliminating all "fun" in the game.

    I mean, who didn't love one man army when they were using it?
    Who didn't love noob tubes while they were using them?
    Who didn't love quick scopes when it was them doing the quick scoping?

    I mean, in my opinion, that is what made the game fun.

    So, I guess this is more about the "balance" that Activision tried to install onto Call of Duty.

    Do you agree with it?

    Posted in: Off-Topic
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    posted a message on The Market: At a Fork in the Road

    FYI the petition will be made no time soon, in maybe a month or so when the map is somewhat playable. I will then post it on Bnet, and everyone will put down their names.

    Posted in: Map Feedback
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    posted a message on [Suggestion] Solution to get time function

    @Cloud_Wolf: Go

    I'm confused on your suggestion. Are you saying that you could take the current time, and then update the map every 10 minutes? That would be incredibly difficult.

    What could be plausible is to check to make sure the game has an internet connection, and then if it does, get the current time from the folder that it is kept in, similarly to the way that custom UI's are stored.

    I know this is possible, I'm just not entirely sure where the data is stored. I however know that, because it is part of the UI, it is accessible.

    This would allow the map to be updated through current time, and have no reason to be constantly updated. I don't even think a bank would be necessary.

    Posted in: Map Suggestions/Requests
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