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    posted a message on How do I make a unit move?

    If you are using "Issue order" check that you have "Order Targeting Point" in it and not "Order: ordner with no target"

    Posted in: Triggers
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    posted a message on Ordering unit to move and attack

    Different methods:

    1. You could try doing that with AI stuff (I have never done that)
    2. Pick all units you want to make patrol and order them to move/patrol to a random/specific point on the map/region
    3. Check if a unit is doing nothing and order it to move

    This would be my aproaches, maybe someone else knows better ways to do that

    Posted in: Triggers
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    posted a message on Placing a structure in empty space

    After removing footprint and setting mover and plane array to fly I could still build buildings

    Posted in: Data
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    posted a message on Group of Units as One

    You could try this with Unit Groups. Add the Units you want to move together into a group. When you select a unit check if this unit is in a unit group. If the unit is in a Unit group, select all units of the Unit group for the player

    Posted in: Triggers
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    posted a message on Placing a structure in empty space

    Remove the footprints of the building and set the mover to fly. maybe this works

    Posted in: Data
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    posted a message on Make a unit attack units that are only in a certain region?

    If you want to make units fire just one way (like in your screenshot) this could help you Link...

    Posted in: Triggers
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    posted a message on Trying to change weapon's damage

    Check Tutorial: [Data] Creating Units, Weapons, and more
    This should help you

    Posted in: Data
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    posted a message on Dialog Assistance

    It does. Try this code (note that I didn't save the Dialog & Dialog items into variables because for this small demonstration there is no need to be):

            Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (76, 76) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "" and the hover image set to ""
            Dialog - Create an image for dialog (Last created dialog) with the dimensions (76, 76) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" using the image Assets\Textures\btn-command-cancel.dds as a Normal type with tiled set to true tint color White and blend mode Normal
            Dialog - Show (Last created dialog) for (All players)
    

    The button and the image have the same sizes and the same offset. You can click the button (you should hear the sound). Or create a second trigger:

        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            UI - Display "works!" for (All players) to Subtitle area
    
    Posted in: Triggers
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    posted a message on Play specific Death Animation while get killed
    • Go to the data editor and search duplicate the effect "Roach - Needle Spines (Damage)"
    • Rename it and set the damage to an high amount (be sure that the damage one hits the unit which will be entering the region)
    • When unit enters region use the action "Environment - Execute 'Your Created Effect' on Triggering Unit from player 1

    Edit: You were faster ^^

    Posted in: Triggers
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    posted a message on Removing item charges / items

    Hello, I am working on a weapon system with the inventory system. Some information:

    - I have an item that represents the weapon. Only if you equip that weapon you can attack. - I have an item for clips, which should be removed when the character is reloading - For bullets I used an item with charges which applies a stacked behavior. On attack 1 behavior is removed and on zero the attack is disabled.

    If its possible, I want to remove 1 charge from the bullet item until its empty or if the behavior runs out that the bullet is removed. Then I want a reload skill to remove a clip and create bullets (remove clip and create bullet).

    Is this even possible to do only with data editor?

    Posted in: Data
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    posted a message on Dialog Assistance

    Instead of creating a button holding an image, or trying to, just create a button and over that an image.

    Posted in: Triggers
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    posted a message on Attribute Points through Items

    I don't know if you still need it but this is how its done (I am starting after you created all attributes, hero, etc.):

    Lets say we want to create an armor that increases Strength by 5

    1. Data Editor go to behaviours and create a new behaviour of type buff named "Strength +5"
    2. Go to Behaviour - Modifications to the tab Behaviour
    3. Add your Strength attribute with 5 points//
    4. Set Flags to hidden and max stack count to 20 (this means you can equip the item 20 times to get the bonus)//
    5. Create your item and add equip behaviour "Strength +5"
    
    Posted in: Miscellaneous Development
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    posted a message on Unit vs Unit Help
            Unit - Order Marine [46.44, 32.65] to ( Attack targeting (Closest unit to (Position of Marine [46.44, 32.65]) in (Any units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount))) (Replace Existing Orders)
    

    This works fine for me

    Posted in: Triggers
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    posted a message on Genuine 3PS controls using galaxy editor

    If had tried both (issue order and move unit) and the move unit method is better in my opinion if you want to make a unit strafe/walk backwards.

    Posted in: Triggers
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    posted a message on Genuine 3PS controls using galaxy editor

    I am assuming you use issue order to make your unit move. Strafing and running backwards is easy to do if you use the action "move Unit instantly" instead if issuing an order. Just create a point with polar offset to determine where to move your unit

    Posted in: Triggers
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