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    posted a message on Swapping Items

    I have ran into yet another snag.

    How would one go about giving a item, from unit A, to unit B, via triggers. Also, is there a way to set an Item as a variable, preferablly by which inventory slot it is in.

    An example of my goal, is Unit A has 14 inventory slots. It moves to Location M. Theres another unit, cleverly named Unit B. Unit B has 3 inventory slots. Trigger fires when Location M is reached, this trigger cycles through Unit A's inventory slots, start at 0,0, then 0,1 1,0 1,1 2,0 2,1 etc, giving the item in each slot to Unit B, until Unit B's inventory is full.

    Is this possible?

    Posted in: Miscellaneous Development
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    posted a message on Attack Speed

    @zifoon: Go

    Really? Does this apply to custom set attack speed values as well? Or just a melee thing.

    Also where could you find these values, if they are changeable.

    Posted in: Miscellaneous Development
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    posted a message on Specialization

    One way may be to make the specialization an upgrade. Have the other spells in the later tier of said spec require that upgrade.

    Posted in: Miscellaneous Development
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    posted a message on How to get "Damage Response has triggered"

    I can almost guarantee you that its not the most efficient way; but the way that I found to get abilities to activate triggers, is to give them another effect, that creates a dummy unit, thats invincible, has like... burrow collide only, has no weapon, and has the flag No Draw checked.

    The trigger picks up when the unit is created and makes w\e you need.

    The only real way I've found to let the data editor and trigger editor communicate is to make dummy units and upgrades for each to check.

    Posted in: Miscellaneous Development
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    posted a message on Update a GUI library & help with a library using another one

    As for the bugs, the game isn't even out, let alone the map editor. They don't even have all the units in, don't judge it so fast.

    Plus I doubt that they want us to STRICTLY USE THE GUI. I think its more of a tool that lets the people who don't know how to properly code work on maps as well.

    tl;dr version: Bump for your cause.

    Posted in: Miscellaneous Development
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    posted a message on Detecting a missile entering a region?

    @ezbeats: Go

    I know, alot of people, including myself, took awhile to get around defining the exact trigger in the event, and just using generic events, and specific conditions. I'm not sure if this was a feature in WC3's editor, but it certainly wasn't in Broodwars. The mindset takes awhile to get out of. I wouldn't consider you an ass for explaining it, as its obviously overlooked at first glance.

    Posted in: Miscellaneous Development
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    posted a message on Life Drain Ability

    You could have the ability apply a behavior - buff on the target, have the behaviors damage response set to an effect - modify unit, that increases a set amount or % of the units life. I'm not sure if this is quite what your looking for, but I couldn't spot anything that would give the amount of health reduced back to the attacker. Unless your ability applied multiple behaviors, each with a range say 1-5 damage, 6-10 damage, 10-15 damage, and each one of those would trigger an effect for 2.5 health, 7.5 health, 12.5 health respectively.

    Edit: I thought of another way. Your ability ability applies behavior X to the target. This behavior - buff, has a period of 1, duration of w\e, and its periodic effect, is Effect Y. Effect Y is a search area, that finds all enemies in the area of the unit with the behavior. It applies behavior Z on these units. Behavior Z is also a buff, with a duration of 2. It's Behavior Modifcation+ field, under the combat tab, has Vitals Leached from Damage Delt.

    The downside to this method, is they will gain health, even if they are attacking units that aren't the main target.

    Posted in: Miscellaneous Development
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    posted a message on How to make heros gain experience when an allied unit kills an enemy?

    @Helral: Go

    Now the hard question. Is there any way to add a formula to the amount of experience granted. Such as (unitlevel*x)/y or something along those lines.

    Posted in: Miscellaneous Development
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    posted a message on Cleave

    @ezbeats: Go

    As long as its only a slice of pie, rather then the whole pie, the search is the way to go. ;D

    But on a slightly more helpful note, if you want an explosion or single thing to happen directly infront of the unit, use offsets; but if you want some sort of AoE(Area of effect) that involves multiple units or points, use the search with a narrowed degree.

    Posted in: Miscellaneous Development
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    posted a message on Help Respawning heroes [code included]

    @Moooyaah: Go

    Just as a heads up, you can set the variables directly from the Local Variables section, just double click on their value. I actually suggest you do, just as a good habit, to avoid any problems with the game forgetting what unit was used, since I'm pretty sure it will forget even before a wait if there is enough stuff before it.

    Ex:

    Local Variables
          Player = Owner of (Triggering unit)
    
    Posted in: Miscellaneous Development
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    posted a message on 2 Quick questions about checks

    First, can you check a variable set in triggers, with a requirement or validator in the data editor? Or will I have to use Dummy Upgrades to check?



    Second, is there a way to check if a unit, is an item.

    For example:
    Unit enters region
    Unit == item
    Run trigger

    Posted in: Miscellaneous Development
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    posted a message on Idea for Capture the Flag Terrain Layout

    @apasseroni0014: Go

    Make flag carriers run slower. A third path isn't really too easy imo. Adding that path may be nice, also for the reason that being on the high ground, is SUCH a long path, if your teammate sees the flag carrier on the other side of the map, its going to take you 3 hours to get off that high ground as it stands.

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    @Quartaroy: Go

    10 is too deep. Take the grass out, remove some foilage, set the terrain under the water to say... 4.

    Now the banshee wont move as far away, and you still should have acceptably deep water. Just change the properties of the water to a darker color if you need.

    Posted in: Miscellaneous Development
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    posted a message on Water Walking

    The only realistic way I've found is to have the terrain below the water flat, with the water a dark enough color to not be able to see the terrain is so boring.

    Posted in: Miscellaneous Development
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    posted a message on Idea for Capture the Flag Terrain Layout

    I honestly can't say I'm a fan of the singular paths. To get from flag to the SW base, you can take 2 paths. It feels limited to me, perhaps add another path from the flag room to the highrises. I don't know. Just seems to limited to me. At least its better then WoW's version with only 1 route to run and pray.

    Posted in: Miscellaneous Development
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