Modify player (Triggering player) Minerals: Add
(Integer((*(Real((Minerals Cost of (Unit type of(Triggering unit))))),
0.75))))
Okay so i have the ability/buttons for selling and the whole trigger
from the 1st post on this thread set up EXCEPT in the trigger I'm
confused for the Action: "Modify player 1 Minerals: Add HERE.
(Integer((*(Real((Minerals Cost of (Unit type of(Triggering unit))))),
0.75)))) - would this be a custom script or do i need to make variables
or what?
(Minerals cost of (Unit type of (Triggering unit))) - is what the OP
says, but i dont know how to add this either.
EDIT: nevermind, i figured out how to set up (Minerals cost of (Unit type of (Triggering unit))). However this gives back 100% and i'd only like to give back 75%. How do i do this?
F. I had originally set the footprints to 1x1, but i widened the rows/columns and changed all the footprints back to their normal sizes, but now when youre making a tower, the only green square that shows up is the bottom left one. How do i get it to show all the green squares again? I know the footprint has indeed changed because the square shows where it would be if they all showed
A - fixed
B - still an issue
C - fixed
D - fixed
E - still an issue
F - still an issue
A. u can remove the requeriment...
B. you are creating units in the
bunker to make it shoot? its easyer to add a weapon for it like any
other tower (add ability attack too)
C. UI - Set boss bar 1 current
value to Player Lives (Do refresh the boss bar) Variable - Modify Player
Lives: - 1 u must decrease the variable lives and THEN refresh, not
before. Variable - Modify Player Lives: - 1 UI - Set boss bar 1 current
value to Player Lives (Do refresh the boss bar)
A. EDIT: turns out the requirement was already off. I doublechecked this, but it's fine now
B. Okay so i just removed the triggers for spawning units inside the bunker and added 4xGhost, Marine, or Marauder weapons to the tower (depending on which tower). Ghosts, Marines, and Marauders don't use turrets so i left mine on (None) like that. I also changed Attack-Redirect to Attack and same for stop. The issue now is that when the bunker attacks, it says "Can not turn toward target" so it doesnt attack
C. ah cool, thank ya much! That is now fixed. I've had a little experience with game design, but not too too much. The little bit that i had was with 3ds max, not programming.. I appreciate everything ^^
Really quick as i'm half asleep on B, no morphing does not count as
construction, I know this because if you make your own morphing ability
set it up to whatever diffrent unit type you want, and even if the scale
is higher you would probley notice quick easily the model of the unit
your morphing does not change. You have to add events into that units
actor entry to set it up to acutally 'morph' into the other model (see
the bangling egg actor for example) all morphing does is transfer the
information to update what the model looks like, like any animation it
has to be 'scriptied' with the events section of the actor entry.
As for E I know there was a chain lightinlgy like weapon/spell around,
don't know if its in our tutoiral listings but I know theres a lot of
good weapons examples in there that may be worth a look, if your having
trouble finding tutorials on the tutorial forum, click the sticky
Tutorial Listing thread and click the link in that thread for the wiki
list. I know most of us update it for our tutorials and others. If I
rember the link or find it latter when i'm more awake about that chain
lighting spell/weapon i'll be sure to post a link for you here.
okay so how do i set it up so that when Bunker 1 upgrades into Bunker 2, 4 marines will replace the 4 ghosts inside?
Okay so, starting fresh as if this were post 1 (i wont make another thread), here's questions:
A. Events -> Map Initialization
Actions -> Tech Tree - Set Marauder - Concussive Shells upgrade to 1 for player 1
This will give marauders the slowing ability at all times right? Right now i'm having a problem with upgrading Bunker Tower, so havent seen the marauders yet
B. Does morphing count as construction? I have triggers set so that "Any unit construction is complete / unit type of triggering progress unit = Bunker tower lvl (1, 2, or 3, depending on which trigger) / Create 4 (marines, ghosts, or marauders) as cargo in triggering progress unit". This only works for the 1st tower. If morphing does indeed count as construction, then whats the problem?
C. when a unit dies at the end of the path and lives are 50 (out of 50), lives dont subtract until a SECOND unit dies. (i.e. it's counting as if having 51 lives, though the variable displays 50). Why?
crap okay =/ I know giving player one 6xNormalStartingMinerals would MOSTLY be balancing it, but since people have different incomes due to kills, it wouldnt be totally accurate
isnt there gonna be another beta phase before the game releases or do i have to wait a month and a half? =/
So I started a tower defense project 4 days ago (first map in any editors, so it's a bumpy rode) and am probably about... 2/3 done. However, it is made for SIX players, not one. Is there any way to playtest my map with me + 5 people even though Bnet is down or do i have to wait till beta phase 3?
if you look at my account it says i have 2 maps, but one of them was a mistake. When i first made an account on the site i was confused and made test111. That's not anything, but i was told i had to ask a mod to delete it so... here's my askin ^^
I went ahead and uploaded the current copy of my map and a list of.. well EVERYTHING. I've been keeping a word document to keep notes, and that's everything that was on it except for a description of the towers (which is on one of the pictures) and the list of all the waves (which is in the triggers)
Feel free to look around in it. I figure that would be a lot better than me describing things >.< If you figure anything out, I'll really appreciate it (and, if i can, return the favor!)
Modify player (Triggering player) Minerals: Add
(Integer((*(Real((Minerals Cost of (Unit type of(Triggering unit))))),
0.75))))
Okay so i have the ability/buttons for selling and the whole trigger from the 1st post on this thread set up EXCEPT in the trigger I'm confused for the Action: "Modify player 1 Minerals: Add HERE.
(Integer((*(Real((Minerals Cost of (Unit type of(Triggering unit))))), 0.75)))) - would this be a custom script or do i need to make variables or what?
(Minerals cost of (Unit type of (Triggering unit))) - is what the OP says, but i dont know how to add this either.
3. I have a file: Zerg.Jpg. I converted it to Zerg.Tga. Now how the heck do i upload it from Map > Map Loading Screen > browse?? I cant browse to the desktop!
7. you are looking at the unit, but the unit doesnt show all actors
involved, use the search in actors tab, and look for spiene crawler,
there u have attack misile, attack and turrent u neeed to replicate all
these for your effects
Ah i fixed it! Looking at the WEAPONS (Spore Crawler - Spore Crawler (lvl 1, lvl 2, and lvl 3), under "effect - effect"! Range Tower lvl 1 has the original weapon, so the ones that werent showing up were using copies in "effect - effect". Not sure why the copies didnt work, but i changed them to the original and theyre now visible.
8. (trying to trigger to sawn 4 ghosts inside a bunker when it is made)
I found the action spawn unit in cargo, but where is there an event for
"when (bunker tower) is created" or "when a unit for player (1) creates
(bunker tower)"?
Edit: fixed
9. Does anyone know a good tutorial for making an Archon weapon bounce to create a chain effect? All i've found is a video of someone using the weapon rather than MAKING it, and i read that I can't just copy the thing from mutalisk weapon because missile =/= beam, which makes sense.
10. i dont understand what u
want to do, but sc2 have global variables u dont need to use gas for
that under any circustance.
nevermind about this one. I thought i'd need a lot less money than i do. What i was trying to do though was add minerals for every FIVE units killed instead of ONE unit. Also, i only use minerals in my game, so gas wouldnt have mattered (for now).
11.if u did what u say it should fly, make
sure that the collide option have fly only (ofc the animation of the
unit will be still walking).
I did exactly what i said. Although, i just looked back and for collide the zealot had both Fly and Land (Unused 09). After i unchecked (Unused 09) they go through towers, so walling is no longer a problem (this was the main reason). However i still REALLY would like them to float in the air. It's perfectly fine that their movement animations will still be running like on the ground, but I don't want them to have to run through towers. It'll just look tacky. So i still need to get the units to hover like a flying unit.
I did all three of those changes to the unit, so... what do i need to do?
EDIT: I'm trying to finish this (so all i have to do is balance/playtest everything) as fast as i can, so i posted some questions on Bnet forums as well, and someone answered the Flying issue. The prolem was UI - Height!!! It seems all flying units (i checked mutas, brood lords, and carriers) fly at height 3.75, so i'll set all units for there.
Animations are actors too? I thought actor was a synonym for 3d model lol.. Where would the actor be missing? The unit, the weapon, or the effect (or something else)? Or what is an event other than in triggers?
EDIT: someone on bnet is telling me it's a turret thing
3. still confused (see above)
8. still an issue
9. still an issue
12. still an issue
10. Income System: I have a trigger set up right now where "Any Unit dies (owning player = 8)" add 1 mineral to (killing player) [my hostile player is 8 not 16]. This works all fine and dandy. The only thing i need help with is setting it so that it adds minerals for FIVE unit kills. Is there a way to do this or do i have to do it the old way from sc1 and say 1 kill = 1 gas and when it gets to 5 gas, set gas to 0 and add minerals?
11. Enemy Waves: I have 30 waves, but there are not 30 air units and i don't want to repeat units, so i must use ground units. Watching Beider's TD videos, he explained to make a unit fly, you change Movement - Collide to Flying, Movement - Mover to Fly, and Movement - Plane Array to Air. I did all three of these for a Zealot, but he still runs on the ground??? The towers (only attack air) attacked him, so he's counted as air, but players can still make a wall, so he needs to float like an overlord or mutalisk. If Plane Array doesnt do this, what does? I know it's possible because i've seen a flying SCV builder in a TD before, though i forget which one it is
12. Tank Tower: I had a bunch of problems with lvls 2 and 3. Actors werent there, etc. I finally fixed ALMOST all of it. The only problem now is that the 2 towers (not lvl 1) don't turn their cannon arm thing when they fire. It still shows the animation ON the arm where it fires, but it doesnt turn and face whatever it's firing at
Another thing it may be:
I was just trying to make a leaderboard using the OP as a refference. When i was done adding 6 or so actions, Create Leaderboard was at the BOTTOM of the list. I wasn't aware action orders matter, but it makes sense. So you have to have Create Leaderboard, THEN set text for it to show up, or else itll say "text on what leaderboard? nah not gonna do it" and go to the next action :)
Thank you OP for helping me make a leaderboard quickly and easily
0
EDIT: nevermind, i figured out how to set up (Minerals cost of (Unit type of (Triggering unit))). However this gives back 100% and i'd only like to give back 75%. How do i do this?
2nd EDIT: Nevermind, i found a work-around
0
F. I had originally set the footprints to 1x1, but i widened the rows/columns and changed all the footprints back to their normal sizes, but now when youre making a tower, the only green square that shows up is the bottom left one. How do i get it to show all the green squares again? I know the footprint has indeed changed because the square shows where it would be if they all showed
A - fixed
B - still an issue
C - fixed
D - fixed
E - still an issue
F - still an issue
0
A. EDIT: turns out the requirement was already off. I doublechecked this, but it's fine now
B. Okay so i just removed the triggers for spawning units inside the bunker and added 4xGhost, Marine, or Marauder weapons to the tower (depending on which tower). Ghosts, Marines, and Marauders don't use turrets so i left mine on (None) like that. I also changed Attack-Redirect to Attack and same for stop. The issue now is that when the bunker attacks, it says "Can not turn toward target" so it doesnt attack
C. ah cool, thank ya much! That is now fixed. I've had a little experience with game design, but not too too much. The little bit that i had was with 3ds max, not programming.. I appreciate everything ^^
okay so how do i set it up so that when Bunker 1 upgrades into Bunker 2, 4 marines will replace the 4 ghosts inside?
I'll check the wiki
0
Wait wait wait, there won't be Lan at all?!?!?! I can understand no Lan in the beta, but there's gotta be in the final game, surely!
0
Okay so, starting fresh as if this were post 1 (i wont make another thread), here's questions:
A. Events -> Map Initialization
Actions -> Tech Tree - Set Marauder - Concussive Shells upgrade to 1 for player 1
This will give marauders the slowing ability at all times right? Right now i'm having a problem with upgrading Bunker Tower, so havent seen the marauders yet
B. Does morphing count as construction? I have triggers set so that "Any unit construction is complete / unit type of triggering progress unit = Bunker tower lvl (1, 2, or 3, depending on which trigger) / Create 4 (marines, ghosts, or marauders) as cargo in triggering progress unit". This only works for the 1st tower. If morphing does indeed count as construction, then whats the problem?
C. when a unit dies at the end of the path and lives are 50 (out of 50), lives dont subtract until a SECOND unit dies. (i.e. it's counting as if having 51 lives, though the variable displays 50). Why?
D. http://forums.sc2mapster.com/development/tutorials/997-trigger-dynamic-tower-sell/ Post #9
E. Does anyone know a good tutorial for making a chain weapon? (probably with an archon weapon)
0
crap okay =/ I know giving player one 6xNormalStartingMinerals would MOSTLY be balancing it, but since people have different incomes due to kills, it wouldnt be totally accurate
isnt there gonna be another beta phase before the game releases or do i have to wait a month and a half? =/
0
@xhatix: Go
ah okay will do! I saw the request thing today but didnt know what it was. I'm not one to hit the big red button :P Feel free to delete this
0
thank you :)
0
So I started a tower defense project 4 days ago (first map in any editors, so it's a bumpy rode) and am probably about... 2/3 done. However, it is made for SIX players, not one. Is there any way to playtest my map with me + 5 people even though Bnet is down or do i have to wait till beta phase 3?
0
if you look at my account it says i have 2 maps, but one of them was a mistake. When i first made an account on the site i was confused and made test111. That's not anything, but i was told i had to ask a mod to delete it so... here's my askin ^^
P.S. Please don't delete Bubbles' Tower Defense!
0
I went ahead and uploaded the current copy of my map and a list of.. well EVERYTHING. I've been keeping a word document to keep notes, and that's everything that was on it except for a description of the towers (which is on one of the pictures) and the list of all the waves (which is in the triggers)
Feel free to look around in it. I figure that would be a lot better than me describing things >.< If you figure anything out, I'll really appreciate it (and, if i can, return the favor!)
0
Okay so i have the ability/buttons for selling and the whole trigger from the 1st post on this thread set up EXCEPT in the trigger I'm confused for the Action: "Modify player 1 Minerals: Add HERE.
(Integer((*(Real((Minerals Cost of (Unit type of(Triggering unit))))), 0.75)))) - would this be a custom script or do i need to make variables or what?
(Minerals cost of (Unit type of (Triggering unit))) - is what the OP says, but i dont know how to add this either.
0
3. I have a file: Zerg.Jpg. I converted it to Zerg.Tga. Now how the heck do i upload it from Map > Map Loading Screen > browse?? I cant browse to the desktop!
Ah i fixed it! Looking at the WEAPONS (Spore Crawler - Spore Crawler (lvl 1, lvl 2, and lvl 3), under "effect - effect"! Range Tower lvl 1 has the original weapon, so the ones that werent showing up were using copies in "effect - effect". Not sure why the copies didnt work, but i changed them to the original and theyre now visible.
8. (trying to trigger to sawn 4 ghosts inside a bunker when it is made) I found the action spawn unit in cargo, but where is there an event for "when (bunker tower) is created" or "when a unit for player (1) creates (bunker tower)"?
Edit: fixed
9. Does anyone know a good tutorial for making an Archon weapon bounce to create a chain effect? All i've found is a video of someone using the weapon rather than MAKING it, and i read that I can't just copy the thing from mutalisk weapon because missile =/= beam, which makes sense.
nevermind about this one. I thought i'd need a lot less money than i do. What i was trying to do though was add minerals for every FIVE units killed instead of ONE unit. Also, i only use minerals in my game, so gas wouldnt have mattered (for now).
I did exactly what i said. Although, i just looked back and for collide the zealot had both Fly and Land (Unused 09). After i unchecked (Unused 09) they go through towers, so walling is no longer a problem (this was the main reason). However i still REALLY would like them to float in the air. It's perfectly fine that their movement animations will still be running like on the ground, but I don't want them to have to run through towers. It'll just look tacky. So i still need to get the units to hover like a flying unit. I did all three of those changes to the unit, so... what do i need to do?
EDIT: I'm trying to finish this (so all i have to do is balance/playtest everything) as fast as i can, so i posted some questions on Bnet forums as well, and someone answered the Flying issue. The prolem was UI - Height!!! It seems all flying units (i checked mutas, brood lords, and carriers) fly at height 3.75, so i'll set all units for there.
Animations are actors too? I thought actor was a synonym for 3d model lol.. Where would the actor be missing? The unit, the weapon, or the effect (or something else)? Or what is an event other than in triggers? EDIT: someone on bnet is telling me it's a turret thing
3. still confused (see above)
8. still an issue
9. still an issue
12. still an issue
0
10. Income System: I have a trigger set up right now where "Any Unit dies (owning player = 8)" add 1 mineral to (killing player) [my hostile player is 8 not 16]. This works all fine and dandy. The only thing i need help with is setting it so that it adds minerals for FIVE unit kills. Is there a way to do this or do i have to do it the old way from sc1 and say 1 kill = 1 gas and when it gets to 5 gas, set gas to 0 and add minerals?
11. Enemy Waves: I have 30 waves, but there are not 30 air units and i don't want to repeat units, so i must use ground units. Watching Beider's TD videos, he explained to make a unit fly, you change Movement - Collide to Flying, Movement - Mover to Fly, and Movement - Plane Array to Air. I did all three of these for a Zealot, but he still runs on the ground??? The towers (only attack air) attacked him, so he's counted as air, but players can still make a wall, so he needs to float like an overlord or mutalisk. If Plane Array doesnt do this, what does? I know it's possible because i've seen a flying SCV builder in a TD before, though i forget which one it is
12. Tank Tower: I had a bunch of problems with lvls 2 and 3. Actors werent there, etc. I finally fixed ALMOST all of it. The only problem now is that the 2 towers (not lvl 1) don't turn their cannon arm thing when they fire. It still shows the animation ON the arm where it fires, but it doesnt turn and face whatever it's firing at
0
Another thing it may be: I was just trying to make a leaderboard using the OP as a refference. When i was done adding 6 or so actions, Create Leaderboard was at the BOTTOM of the list. I wasn't aware action orders matter, but it makes sense. So you have to have Create Leaderboard, THEN set text for it to show up, or else itll say "text on what leaderboard? nah not gonna do it" and go to the next action :)
Thank you OP for helping me make a leaderboard quickly and easily