Ok, thanks so it's not related to the active check. And you have this problem with only two inventories, not the third... Are they all attached to the same hero?
A minus? What is it? My solution is to create a third camera which split the angle (since the problem is that the difference between the angle of the two camera is > 180° in the way you want the camera to go) but I didn't know there was another solution. What is a minus?
I saw the video, I like tihs map.
But I have two suggestions:
if you want to make it a little more difficult, forget the corners. Make it round.
At the beginning, I think the nuke frequency is too low. It would be more intense if the end was a little easier (but with a round map so not really easier) and the beginning harder. The progression would be less important but I think it could be a good idea.
I would also like a multiplayer version (for when blizzard will permit it ) with no win, juste who survives longer.
you create a hidden unit owned by the player which kill the unit if the damage of the critical are too high (you randomize the damage, they are 35 and the unit only has 25), you make this unit kills the target (and you give to the hidden unit shared xp in all the map -which can cause a problem if you have two hero at two different place but you can also give the xp by trigger, even if it's difficult cause there is no "add xp" I think I see a thread which explain how to do that...)
If your critical strike is not a bonus damage but a multiplier, I think you can calcultate the exact damages of your hero by checking the life after each auto-attack (the difference between the two last hit is the modified damages) add the armor of the target to have the actual damages -and by checking the attribut type of the unit -biologic, mecanic etc... adding/removing the bonus/malus damages. Once you have the exact damages of your hero (of course if the damages of your hero don't change for all the party no need of such trigger) you check the life of the targer and if it's a fatal blow, kill it with the hidden unit. You have also to check the unit is the same for both hit (so if you kill many unit in one hit it won't be precise, cause it won't be calculate often enough. Even if you don't kill in one hit, an error can happen just after you damages changed -by picking an item-)
(it can cause a problem if the first hit of the game is a critical one which have to kill the unit since it need two hit to determine the damages of the hero)
I think it's a unsatisfactory answer but it's all I can propose ^^
Hello, I need some help with a problem about the texts messages. I created one and I set the message zone to cinematic. But I don't know how to delete this message after a few seconds...
I don't want to use other way cause this one fits perfectly but the text remain even after the cinematic above my minimap...
I have the same, but it's not what i'm asking, I was talking about checking the box "active" for the slots of the inventories which cause the problem (item container (or whatever it's named in english) => inventory (the name of one of your problematic inventory) => slot+ (or whatever the name in english ) => select one of your items categories and in the bottom, just over the collumn and the line have you check the active box?
In other word, is it a problem with your normal inventory or is it a problem with your equipement inventory?
I chrono a flying unit on a 1 vs 1 map, and it took the same time to cross the map than in a personnalized map with a playable size of 108*108 (128*136 overall size when you create the map). But I suppose all 1 vs 1 have not the same size assuming one of them is described as "big" (it's the one I took for my comparaison, so maybe an average is more like 100*100 -120*128- but my timing is not very precise).
I tried the right/left one no effect. and I always close my first inventory before opening the second one. So only one is open at time (the proof is I don't have the model of the templar behind the one of the ghost) but the slots are merged
Ok, then I'm happy I had my key after the xml period xD
I can already confirm your solution works perfectly with the french editor (It can seems obvious to you but I was afraid It will not since I don't know a lot about these things)
So thanks again for solving one of my two last problem with hero system.
Thank you very much Xhatix, you just fix my problem. I thought I did something wrong but I couldn't see what until I saw your post.
(How the hell did you find this tip???)
I managed to create my first hero ability thanks to it (Even if I had a problem with the hero Stimpack's button, of which I didn't know if I had to link it to the capacity in the data or just to the command card... but wholly it saved me lot of time to research theses settings)
but I have some problem I exposed about making two inventories. If both of them have equipped items, the slots of the second one open melts these of the first.
Hi, I came here because I have a problem about inventory.
I made two of them with different container, different button, different capacity for two heroes. When I open the first inventory, everything is perfect. But when I open the second one, the slots of the second one are add to the slots of the first one, and after that it's the same for the first inventory.
Both Inventories are activated, not just stockaging items. Even when I put one inventory to the right and the other to the left, the problem persists
I tried to change the ID of the capacities but it didn't work.
0
Ok, thanks so it's not related to the active check. And you have this problem with only two inventories, not the third... Are they all attached to the same hero?
0
A minus? What is it? My solution is to create a third camera which split the angle (since the problem is that the difference between the angle of the two camera is > 180° in the way you want the camera to go) but I didn't know there was another solution. What is a minus?
0
I saw the video, I like tihs map. But I have two suggestions:
if you want to make it a little more difficult, forget the corners. Make it round.
At the beginning, I think the nuke frequency is too low. It would be more intense if the end was a little easier (but with a round map so not really easier) and the beginning harder. The progression would be less important but I think it could be a good idea. I would also like a multiplayer version (for when blizzard will permit it ) with no win, juste who survives longer.
0
you create a hidden unit owned by the player which kill the unit if the damage of the critical are too high (you randomize the damage, they are 35 and the unit only has 25), you make this unit kills the target (and you give to the hidden unit shared xp in all the map -which can cause a problem if you have two hero at two different place but you can also give the xp by trigger, even if it's difficult cause there is no "add xp" I think I see a thread which explain how to do that...)
If your critical strike is not a bonus damage but a multiplier, I think you can calcultate the exact damages of your hero by checking the life after each auto-attack (the difference between the two last hit is the modified damages) add the armor of the target to have the actual damages -and by checking the attribut type of the unit -biologic, mecanic etc... adding/removing the bonus/malus damages. Once you have the exact damages of your hero (of course if the damages of your hero don't change for all the party no need of such trigger) you check the life of the targer and if it's a fatal blow, kill it with the hidden unit. You have also to check the unit is the same for both hit (so if you kill many unit in one hit it won't be precise, cause it won't be calculate often enough. Even if you don't kill in one hit, an error can happen just after you damages changed -by picking an item-) (it can cause a problem if the first hit of the game is a critical one which have to kill the unit since it need two hit to determine the damages of the hero)
I think it's a unsatisfactory answer but it's all I can propose ^^
0
Hello, I need some help with a problem about the texts messages. I created one and I set the message zone to cinematic. But I don't know how to delete this message after a few seconds...
I don't want to use other way cause this one fits perfectly but the text remain even after the cinematic above my minimap...
Thanks for helping
0
I have the same, but it's not what i'm asking, I was talking about checking the box "active" for the slots of the inventories which cause the problem (item container (or whatever it's named in english) => inventory (the name of one of your problematic inventory) => slot+ (or whatever the name in english ) => select one of your items categories and in the bottom, just over the collumn and the line have you check the active box? In other word, is it a problem with your normal inventory or is it a problem with your equipement inventory?
0
The container affected are they all "active" check moronsonofboron?
My problem just concerns equipement inventories.
0
I chrono a flying unit on a 1 vs 1 map, and it took the same time to cross the map than in a personnalized map with a playable size of 108*108 (128*136 overall size when you create the map). But I suppose all 1 vs 1 have not the same size assuming one of them is described as "big" (it's the one I took for my comparaison, so maybe an average is more like 100*100 -120*128- but my timing is not very precise).
0
I tried the right/left one no effect. and I always close my first inventory before opening the second one. So only one is open at time (the proof is I don't have the model of the templar behind the one of the ghost) but the slots are merged
0
Ok, then I'm happy I had my key after the xml period xD
I can already confirm your solution works perfectly with the french editor (It can seems obvious to you but I was afraid It will not since I don't know a lot about these things)
So thanks again for solving one of my two last problem with hero system.
0
Ok so :
This one is the inventory of my ghost hero when I didn't open the other one:
http://img227.imageshack.us/img227/9195/screenshot001zv.jpg
This one is the inventory of my dark templar hero when I didn't open the other one (so I had to launch a second test game to have it):
http://img689.imageshack.us/img689/4746/screenshot004ta.jpg
This one is the ghost inventory once I open both inventories:
http://img191.imageshack.us/img191/9876/screenshot002qf.jpg
And this one is the zealot inventory once I open both inventories:
http://img571.imageshack.us/img571/5605/screenshot003i.jpg
0
I up this. I hope someone can help me. And if upping isn't authorized even after a few days, I won't do it again, sorry for that.
0
Thank you very much Xhatix, you just fix my problem. I thought I did something wrong but I couldn't see what until I saw your post. (How the hell did you find this tip???)
0
Thanks for your tutorial.
I managed to create my first hero ability thanks to it (Even if I had a problem with the hero Stimpack's button, of which I didn't know if I had to link it to the capacity in the data or just to the command card... but wholly it saved me lot of time to research theses settings)
but I have some problem I exposed about making two inventories. If both of them have equipped items, the slots of the second one open melts these of the first.
0
Hi, I came here because I have a problem about inventory.
I made two of them with different container, different button, different capacity for two heroes. When I open the first inventory, everything is perfect. But when I open the second one, the slots of the second one are add to the slots of the first one, and after that it's the same for the first inventory. Both Inventories are activated, not just stockaging items. Even when I put one inventory to the right and the other to the left, the problem persists
I tried to change the ID of the capacities but it didn't work.
Thanks for helping me and sorry for my english.