It works great to convert. Just thinking if theres a way to check with validators for the unit that is selling?
That way, i could either check for the shop (from the selling unit) or check for the selling unit (from the shop).
And make sure you can sell to the store that arent allied to you ^-^
Not sure why the pawn ability did not respond. But now it seems to work with the validator, which is great! Think I might have put on the flag exclusive in the interact ability, combined with human error in the pawn ability setup. But im not sure...
My setup now is a validator for the interact, one for the pawn ability, and a target filter for the pawn ability for anyone looking at this thread later!
Noticed i got no money when i sold the item back when the validators do not "agree" i have however made sure no other index in the pawn ability should work.
I have an ability- Im trying to make it so that everyone can react to its progress.
How would i go about making the progressbar visible? Thank you!
(So that all players can see the progressbar/castingbar)
Im making a shop thats supposed to be available only to a hero if he's been there for 15 seconds. If any other hero comes there, he will have to battle for the shop, after the original hero leaves, it will take 15 seconds again for the shop to be available to the new hero.
I have no idea how to do this, anyone got any ideas? :D
Yeah, that have been the closest to the sollution ive found. Making them move at 99% of their speed. The problem is when two of those buffs stack, as 0.01 seems to be the slowest a unit can move before it becomes immobile. Also, instead of moving out of the way, the superpusher just "moves right through" the units instead. But if i were to make the "superpusher" walk through, that would atleast be a sollution :)
Im sorry if i misunderstand, english is not my main language ^-^
About DrSuperEvils suggestion when clarified, that could work!- I will try it out and come back. My fear is that unit not affected by the "superpusher" will still be immobile and hence not allow the pushable units to move out of the way. So basicly, it will be the same deals, except now its the second unit thats blocking.
A last sollution ive thought of is if you can actually have a behaviour that pushes all units away. However, im not very good with force effects, so im not sure how this would work.
Well, the slowing and the validators are already taken care of! So the unstoppable unit is not affected by fungals, slowing effects and alike! :)
The problem still seems to be how to make a unit >"immobile"< but still make it so that it moves out of the way when the Unstoppable unit moves through. It works perfectly when theyre not immobile, but as soon as they are not allowed to move the pathing of the unstoppable unit starts to fend away.
So in short. No fungal on a pushable unit, works fine, fungal (or any other immobilizing effects) on a pushable unit blocks the unstoppable units path.
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@DrSuperEvil: Go
It works great to convert. Just thinking if theres a way to check with validators for the unit that is selling? That way, i could either check for the shop (from the selling unit) or check for the selling unit (from the shop). And make sure you can sell to the store that arent allied to you ^-^
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So, im trying to make sure that a item cannot be seld back unless the person owns the building.
Seems I fixed it in my last thread... but apparently i only made it so that you can only sell back your own items.
So If player 5 sees player 7 owning the shop (making it player 7s shop)
Player 5 should not be able to sell his or her items.
Im not sure how to do this with validators... :(
Currently Using Dr.SuperEvils give command example as base for the shop conversion.
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@DrSuperEvil: Go
Yeah ^-^ tried that. First thing i checked.
Not sure why the pawn ability did not respond. But now it seems to work with the validator, which is great! Think I might have put on the flag exclusive in the interact ability, combined with human error in the pawn ability setup. But im not sure...
My setup now is a validator for the interact, one for the pawn ability, and a target filter for the pawn ability for anyone looking at this thread later!
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@Softcloner: Go
Noticed i got no money when i sold the item back when the validators do not "agree" i have however made sure no other index in the pawn ability should work.
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Tried target filters, requirements and validators, but somehow, the unit always seems able to sell its items?
Is there a special way to work the editor? Is it possible? or am i just doing something wrong? :) thanks forum!
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@ILikeKillAndYou: Go
Just what i need :) Thanks!
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@ILikeKillAndYou: Go
If it shows up for everyone its awesome! Then its just what i need.
Would you care to explain how it works/what it does so i learn ^_^ I looked a bit at the trigger, but i didnt quite get it.
Thanks alot for your help!
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@DrSuperEvil: Go
How would i sync it to the ability?
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@ILikeKillAndYou: Go
Is it possible to do with triggers if its not possible to do in data?
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I have an ability- Im trying to make it so that everyone can react to its progress. How would i go about making the progressbar visible? Thank you! (So that all players can see the progressbar/castingbar)
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@DrSuperEvil: Go
It works really well! :)
Maybe I can combine it with an ability to have a cooldown aswell? :)
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Im making a shop thats supposed to be available only to a hero if he's been there for 15 seconds. If any other hero comes there, he will have to battle for the shop, after the original hero leaves, it will take 15 seconds again for the shop to be available to the new hero.
I have no idea how to do this, anyone got any ideas? :D
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@DrSuperEvil: Go
Im pretty sure ive been setting their speed, and not their acceleration :)
Will try some of the suggestions and see if they work like i want them to ^-^
And if nothing works as planned, i will most probably use intanjirs suggestion about using max speed!
Thanks for all the help forum! :)
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@intanjir: Go
Yeah, that have been the closest to the sollution ive found. Making them move at 99% of their speed. The problem is when two of those buffs stack, as 0.01 seems to be the slowest a unit can move before it becomes immobile. Also, instead of moving out of the way, the superpusher just "moves right through" the units instead. But if i were to make the "superpusher" walk through, that would atleast be a sollution :)
Im sorry if i misunderstand, english is not my main language ^-^
About DrSuperEvils suggestion when clarified, that could work!- I will try it out and come back. My fear is that unit not affected by the "superpusher" will still be immobile and hence not allow the pushable units to move out of the way. So basicly, it will be the same deals, except now its the second unit thats blocking.
A last sollution ive thought of is if you can actually have a behaviour that pushes all units away. However, im not very good with force effects, so im not sure how this would work.
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@TyaStarcraft: Go
Ah, so that explains the siegetanks! :D
Well, the slowing and the validators are already taken care of! So the unstoppable unit is not affected by fungals, slowing effects and alike! :)
The problem still seems to be how to make a unit >"immobile"< but still make it so that it moves out of the way when the Unstoppable unit moves through. It works perfectly when theyre not immobile, but as soon as they are not allowed to move the pathing of the unstoppable unit starts to fend away.
So in short. No fungal on a pushable unit, works fine, fungal (or any other immobilizing effects) on a pushable unit blocks the unstoppable units path.