is it possible to change the arrangement of the informations of a unit/building and remove unnecessary stuff?
In my screenshot below I want the information from the tooltip of the weapon shown in the field itself. at the same time I want to remove armor / shield /weapon icons.
WEll, because when you are not that into the editor it is very hard to follow. The thing I actually come across is: Abil.terranbuild.PLacement ->validateunit is buildingtype ->create
I can't find "terranbuild" for example... and for "buildingtype" I also can't find something that fits here :-/
Having the same problems right now. Have a working range indicator on a tower after following Beider's Video Tutorial, but have no clue how to correct the range indicator when placing a tower.
Additionally I want apply this range to all of my 50 Towers .... is there an easy way instead of making validators for each tower? (which would be a mess)
as working on a TD at the moment, I got several problems with the trigger editor. There are special waves like immune, air and so on, for which I want to play a special sound at the beginning of each wave. Now I got let's say 5 waves of air mobs: wave 5, 10, 15, 20 and 25. I would put these numbers in an array by setting variables. But I found no way to either put all 5 numbers in the array at once or with a loop or something, or found out how to make an event for ALL numbers in the array. I don't want to write 5 times the same thing... any suggestions? Something like "For each wave number[air waves] play sound x" . Is this possible?
Similar issue would be an ability (let's call it 'immunity') wo each wave of immune mobs (should also be via array?!)
I got the same problem right now. I have Tower that has 2 upgrades. From 1 to 2 it works perfect but from 2 to 3 it happens the same as you described above. Any solution for that?
@Lorthas: Go
(...)
the problem whit the rotate. the best way to get it work is to copy the photon cannon then replace the copied one model to the xel naga turret then costumize it
Well, exactly the customizing part seems to be the problem. I'm kind of a noob to the editor just working with it for about a week now and spending hours of hours each day with fixing problems like that. Frustrating.
I don't get what you try to tell me with that 3dsmax screenshot and what is ref_turret helper object? :(
And what I meant by "facing up" is: In your video the tower shoots from the point that is facing towards the ground. I want the missile (or beam, whatever..) to come out from the opposite side and so shooting in the air.
I tried everything mentioned above, but I'm going really desperate. Trying for hours and nothing.
I have a copy of a photon cannon for my tower (as for making a TD). Now I want to have some units and imported models to act as a tower. Well, I copied my photon cannon (everything's working fine: firing the right weapons, making the right type of damage etc.). Then I assigned a model of a High Templar to it. The templar doesn't have a shooting animation or faces the enemies. I tried footprint stuff and so on, but nothing helped. Any clues?
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45 views, no idea? ;)
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Hi,
is it possible to change the arrangement of the informations of a unit/building and remove unnecessary stuff?
In my screenshot below I want the information from the tooltip of the weapon shown in the field itself. at the same time I want to remove armor / shield /weapon icons.
Something like this:
Name of Tower
Kills:
Damage:
Range:
Speed:
Targets:
Is this possible?
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@RileyStarcraft: Go
WEll, because when you are not that into the editor it is very hard to follow. The thing I actually come across is: Abil.terranbuild.PLacement ->validateunit is buildingtype ->create
I can't find "terranbuild" for example... and for "buildingtype" I also can't find something that fits here :-/
0
Having the same problems right now. Have a working range indicator on a tower after following Beider's Video Tutorial, but have no clue how to correct the range indicator when placing a tower.
Additionally I want apply this range to all of my 50 Towers .... is there an easy way instead of making validators for each tower? (which would be a mess)
0
@SouLCarveRR: Go
Thanks all, SouLCarveRR's solution works perfect from what I see so far!
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Well, how would a If, then, else would look like? I need something like
If current wave number == one of the numbers of air wave array
then play sound x
else if current wave number == one of the number of immune wave array
then play sound y
else play sound z
I can't put a "for each integer" in a condition
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Hi,
as working on a TD at the moment, I got several problems with the trigger editor. There are special waves like immune, air and so on, for which I want to play a special sound at the beginning of each wave. Now I got let's say 5 waves of air mobs: wave 5, 10, 15, 20 and 25. I would put these numbers in an array by setting variables. But I found no way to either put all 5 numbers in the array at once or with a loop or something, or found out how to make an event for ALL numbers in the array. I don't want to write 5 times the same thing... any suggestions? Something like "For each wave number[air waves] play sound x" . Is this possible?
Similar issue would be an ability (let's call it 'immunity') wo each wave of immune mobs (should also be via array?!)
0
@kailniris: Go
Ok, cool. I'll look into it this evening.
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@Syl3r: Go
I got the same problem right now. I have Tower that has 2 upgrades. From 1 to 2 it works perfect but from 2 to 3 it happens the same as you described above. Any solution for that?
0
@Lorthas: Go
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@kailniris: Go
Hm, still no idea how to make it work *bump*
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Still stuck on this. :-/
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Well, exactly the customizing part seems to be the problem. I'm kind of a noob to the editor just working with it for about a week now and spending hours of hours each day with fixing problems like that. Frustrating.
0
Hey kailniris,
I don't get what you try to tell me with that 3dsmax screenshot and what is ref_turret helper object? :(
And what I meant by "facing up" is: In your video the tower shoots from the point that is facing towards the ground. I want the missile (or beam, whatever..) to come out from the opposite side and so shooting in the air.
0
I tried everything mentioned above, but I'm going really desperate. Trying for hours and nothing. I have a copy of a photon cannon for my tower (as for making a TD). Now I want to have some units and imported models to act as a tower. Well, I copied my photon cannon (everything's working fine: firing the right weapons, making the right type of damage etc.). Then I assigned a model of a High Templar to it. The templar doesn't have a shooting animation or faces the enemies. I tried footprint stuff and so on, but nothing helped. Any clues?