Try using Owner of (Killing unit) instead of Killing player, think it may help.
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Sep 10, 2010uiasdnmb posted a message on [triggers] how to run a trigger when the selected units energy changesPosted in: Triggers
Make event: Unit - Any unit energy changes, and add condition to your trigger checking if triggering unit is currently selected by player you want.
Sep 9, 2010Posted in: Miscellaneous Development
Building photon cannon is one of commands for build - probe. You must either give your SCV probe's build ability or edit SCVs build ability and add photon cannon as one of the options. You may also want to remove photon cannons Power User behavior if you want to put it without pylons.
Sep 9, 2010Posted in: Triggers
You must remember to make arrays 1 size larger than number of players because they start as 0.
Create a global variable, for you purpose you can set it's type to byte, and make it an array of size number of players+1.
In the trigger you make, in conditions add comparison if Variable[Triggering player] == 0, (replace triggering player with anything that will fit your events and return that players number). That way it'll check the value you need. And at the beggining/end of the trigger set variable[triggering player]==1, so next time the checks will fail and trigger won't start for that player.
Sep 9, 2010Posted in: Data
That's what i meant by adding it - creating it.
1.When you're in the data editor at behaviors, right click on the list and "create new object". type behavior name ans suggest ID, then from Behavior type select Buff and hit OK.
2.Edit behavior you created by changing "Period" value on statistics tab (that's how often it'll generate minerals).
3.In data editor open Effects tab and create new object, name it suggest ID etc. and set effect type to Modify Player then OK.
4.Edit this effect by going to it's effect tab and changing resource values (how much resources it will generate per period).
5. Go back to the behavior tab in data editor, edit behavior you made in step 1 by going into it's effects tab and changing periodic effect into the one you made in step 3.
6. Go into pylon/building you need and add the behavior from step one.
I hope i made it a bit clearer how i made this. You may want to hide the behaviour/change icon/disable it under construction if you understand what you just did.
Sep 8, 2010Posted in: Data
First off you should take a look at marauders, they do damage and slow.
2nd the way to do this: create an effect that applies the slow behavior, and a "set" effect which will combine both the slow-applying effect and gauss rifle (damage) effect. Then at weapons tab at marine's gauss rifle chenge effect from gauss rifle(dmg) to the set of effects u made.
Attaching map with this done coz im a bro.
Sep 8, 2010Posted in: Data
I attached map with this done in data editor.
Basically, u need to add behavior, (cant say what type coz my editor's not english), on statistic tab change period, and at effects add periodic effect (you may also want to check Disable during costruction under Behavior/behavior/behavior flags).
Periodic effect should be based on ModifyPlayer or sth like that, under effect/resources choose amount u need.
wish i had english editor >.>
Sep 8, 2010Posted in: Miscellaneous Development
In your examples:
Case 2: 5 damage 0 reduction on 1 armored target - will still take 2 hits to die.
Case 3: 1 reduction at 1 armor so unit takes 4 damage.
Case 4: 300 damage at 50 reduction and 50 armor = reduces damage your attack deals by 250, which gives you five 50 dmg shots to take 250 damage.
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