What are the dependencies of the map you are using? I know that if you have multiple dependencies and you select one and its not the main one, you cannot do anything with that object.
Maybe make some behaviors for your main squad unit labeled like squad leader, squad member 1, squad member 2, etc.. And then make an actor that is created at an offset from you guy with SOP's and do it for the amount of guys in the squad. and then for events instead of unit birth change it to behavior squad member.on create and behavior squad member.off kill. and then just make it so that when your guy gets below a certain range of health he loses the behavior that attaches that squadmate which causes the squad mate to die.
let me see if i after looking at this i have it right. Essentially you have a custom image that is a diamond. and when you set the custom image for the bar it makes the diamond a square. as for progression outside of the box. Huh O.O i have no idea what you mean, if you could post an example of it that would help me figure it out. or you could send me a pm with it if you don't feel comfortable posting it.
What do you mean by sort the dialog by kills? Do you want to sort the kills into catagories, do you want to sort them by the type of unit killed, do you want to sort the by who has the most kills. A little light into what you are doing would be appreciated. :)
For progress bars you have to use the set maximum value and the minimum value and then for it to fill you have to set the current value in relation to that.
ex
create dialog dialog blah blah blah
create a progress bar for dialog dialog
set last created dialog item size to size x, size y
set minimum value to 0
set maximum value to 100
set current value to 1*number of game seconds
I'm going to attach an example map in a little bit when i'm finished to help you understand better.
Also included in the map is my own example of a progress bar which i think look better that i just create an image with and then scale it according to their progress.
something you could do for a small number of units, but not for a full fledged melee map..
while
if unit (whatever unit it is, could event be a variable that got assigned to the unit upon birth in the same trigger) is alive == true
actions
while unit is in region[1] ==false
actions
run whatever you want to happen here ex; run grant player 50$
wait for condition
if
unit in region[1] == false
why use this then?
because it allows you to customize for each region and amount of regions. you could even customize for the type of unit or another factor by adding a switch up there that switches based on the factor you want a change on
why can't i be clever use event like unit enters region circle( point[1], 1.0)
because event are based off of how things are declared at the initialization of the map. so while you can make the above event it will only get you nowhere, because default setting for points are no point. or if you do set it for a point it will only work for that one point. and if you want to do multiple points you are better off just setting it up like you did earlier.
try looking at the reaper jump behavior and seeing if that can help you with your missiles drop. also another way is to use trigger s to change the mover of the missile to a custom one.
edit: lol oops i didn't notice the date of the originial post almaity.
and here we go my map all ready for you, i've uploaded it to bnet already, and will take it down when i need the room. but yes it works. I haven't had that problem with the header before, but i have had issues with new game variants too. (i deleted them for that upload and then immediately remade them and uplaoded it again)
Interesting, i'll send you an old copy of my map i have that i have that on. gotta delete the triggers first though and remove dependencies. give me a pm if you are still interested.
Hmm, i was looking at this, apparently for custom abilities, you can't set catalog values, also costs you've already modified in the editor you can't modify there too.
This is prob the wrong forum for this question, but i'll give it a try
make a validator unit filter that detects that filters only hallucinations, and make a buff that would set the hallucination behavior flags to detected.
Then just add an apply behavior to the emp set.
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did anyone ever find the unit shield status bar, not the shielded health, but the shield bar. al though shielded health is interesting.
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What are the dependencies of the map you are using? I know that if you have multiple dependencies and you select one and its not the main one, you cannot do anything with that object.
0
Maybe make some behaviors for your main squad unit labeled like squad leader, squad member 1, squad member 2, etc.. And then make an actor that is created at an offset from you guy with SOP's and do it for the amount of guys in the squad. and then for events instead of unit birth change it to behavior squad member.on create and behavior squad member.off kill. and then just make it so that when your guy gets below a certain range of health he loses the behavior that attaches that squadmate which causes the squad mate to die.
0
you could do something like this too. this is an old triggering exercise with the same concept.
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let me see if i after looking at this i have it right. Essentially you have a custom image that is a diamond. and when you set the custom image for the bar it makes the diamond a square. as for progression outside of the box. Huh O.O i have no idea what you mean, if you could post an example of it that would help me figure it out. or you could send me a pm with it if you don't feel comfortable posting it.
0
What do you mean by sort the dialog by kills? Do you want to sort the kills into catagories, do you want to sort them by the type of unit killed, do you want to sort the by who has the most kills. A little light into what you are doing would be appreciated. :)
0
create a dummy transform unit, and then run a trigger that replace the unit that uses that ability with the real unit.
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there you go
0
For progress bars you have to use the set maximum value and the minimum value and then for it to fill you have to set the current value in relation to that. ex create dialog dialog blah blah blah create a progress bar for dialog dialog set last created dialog item size to size x, size y set minimum value to 0 set maximum value to 100 set current value to 1*number of game seconds
I'm going to attach an example map in a little bit when i'm finished to help you understand better. Also included in the map is my own example of a progress bar which i think look better that i just create an image with and then scale it according to their progress.
0
something you could do for a small number of units, but not for a full fledged melee map..
while
if unit (whatever unit it is, could event be a variable that got assigned to the unit upon birth in the same trigger) is alive == true
actions
while unit is in region[1] ==false
actions
run whatever you want to happen here ex; run grant player 50$
wait for condition
if
unit in region[1] == false
why use this then?
because it allows you to customize for each region and amount of regions. you could even customize for the type of unit or another factor by adding a switch up there that switches based on the factor you want a change on
why can't i be clever use event like unit enters region circle( point[1], 1.0)
because event are based off of how things are declared at the initialization of the map. so while you can make the above event it will only get you nowhere, because default setting for points are no point. or if you do set it for a point it will only work for that one point. and if you want to do multiple points you are better off just setting it up like you did earlier.
0
try looking at the reaper jump behavior and seeing if that can help you with your missiles drop. also another way is to use trigger s to change the mover of the missile to a custom one.
edit: lol oops i didn't notice the date of the originial post almaity.
0
and here we go my map all ready for you, i've uploaded it to bnet already, and will take it down when i need the room. but yes it works. I haven't had that problem with the header before, but i have had issues with new game variants too. (i deleted them for that upload and then immediately remade them and uplaoded it again)
0
Interesting, i'll send you an old copy of my map i have that i have that on. gotta delete the triggers first though and remove dependencies. give me a pm if you are still interested.
0
Hmm, i was looking at this, apparently for custom abilities, you can't set catalog values, also costs you've already modified in the editor you can't modify there too.
0
This is prob the wrong forum for this question, but i'll give it a try make a validator unit filter that detects that filters only hallucinations, and make a buff that would set the hallucination behavior flags to detected. Then just add an apply behavior to the emp set.