I wanna make a shield that will allow friendly units to pass through it, and enemies will need to kill it first.
I tryd to do that with footprints, but any footprints that i made was blocking any movement.
Any ideas?
So how do i do that?
I have an ability that sets some behavior on/off, now i need to activate/deactivate tech reactor on behavior change.
I know its done somehow through actors, but i dont know how execly.
Hello everyone, i need some balancncing feedback on my new project. Its a dungen crawler type map. Everything is random in it.
Right now there is only one class with 19 skills in total. I want to balance this map as mach as i can before i start adding new content.
Some hints to start up:
Chose you gear at base.
Items there only till you die.
Use medkits as mach as you can.
When boss dies, it can randomly give you some stats and some terazzine.
Hi everyone, i just updated my map at battle.net and when i try to play it i get major lag building up. But when i start it at map test from editor i don't get any lag whatsoever. Any ideas where i shod start to look? Debugger shows everything calm and fine.
Yay! I did it! Thx Sanktoras!
Basically its trivial now.
If anyone else need to get any info from ability or behavior here how to do it:
1) Save your ability to variable.
NOTE: ID of your ability have to be exactly same as ID of its button. And if you save behavior, then you need to specify behavior type.
2) In parameter of your action or condition you need to use conversion function.
NOTE: There are few of them. Use correct one. If its text you after then use "Convert Game Text" function. If its asset like icon, then use "Convert Game Asset" and so on.
3) In path parameter use "Catalog Field Value Get" and set catalog value from preset. If you after ability info - go for button, if its behavior info then go for behavior. Everything else is self-explanatory.
Hello, i have a problem. For my UI i need to get string path of image from Game LInk variable.
Lets say i have global variable "Hero Active Skill" with class "Game Link/Ability"
Now in some trigger i need to call icon of Hero Active Skill. I know i can do it with "Convert Game Asset" but how do i get "Hero Active Skill" icon path?
@nevjmac: Go
First of all you don't need "any unit unloads cargo" event. Cos any unit that don't have orders and hasn't bean created with actions will have idle orders. That includes unloaded units.
So no. You can`t make that check.
Only way you can make that check in single trigger is this:
Add unit(Last unloaded or something like this) to unit group
Then in condition pick each unit in that group and check if that's the one you looking for.
I want to make points of lost units score of player "P5_AI_Enemy" as exp for human player.
So i made a triger:
EventsUnit-AnyUnitdiesLocalVariablesAdd_Exp=0<Integer>Score=0<Integer>Score_Old=0<Integer>Marine=0<Integer>Conditions(Ownerof(Triggeringunit))==P5_AI_EnemyActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Killingunit))==Hero-MarineLevel_Number[Player][Marine] != 12
Then
Variable - Set Score = (Player P5_AI_Enemy Point Value of Units Lost score)
Variable - Set Add_Exp = (Score - Score_Old)
Variable - Set Score_Old = (Player P5_AI_Enemy Point Value of Units Lost score)
Variable - Set Experience[Player][Marine] = (Experience[Player][Marine] + (Real(Add_Exp)))
Bank - Store real Experience[Player][Marine] as "cur_exp" of section "hero" in bank Bank[Player]
Bank - Save bank Bank[Player]
for (Player group(Player))
Problem is:
Every time unit killed worth of 1 point
Add_Exp will go +1 so with every cycle il get Add_Exp = 1/2/3/4... and so on.
I don't get it....
Its like action Variable - Set Add_Exp just ignore Score_Old vale....
Story:
Group of scientist found an alien artifact, and accidentally turned it on. In that same moment artifact started to charge, and five warp gates have opened.
Its up to you to defend artifact while it charging up. Scientist say that when fully charged, artifact can release a lot of energy capable of closing warp gates forever.
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I wanna make a shield that will allow friendly units to pass through it, and enemies will need to kill it first. I tryd to do that with footprints, but any footprints that i made was blocking any movement. Any ideas?
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Found aswer: You need to use Terran Attachment Anims. Its a macro group. Just look how default anims work and use them in your own events.
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So how do i do that? I have an ability that sets some behavior on/off, now i need to activate/deactivate tech reactor on behavior change. I know its done somehow through actors, but i dont know how execly.
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Added some hints and storyline to map.
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Hello everyone, i need some balancncing feedback on my new project. Its a dungen crawler type map. Everything is random in it.
Right now there is only one class with 19 skills in total. I want to balance this map as mach as i can before i start adding new content.
Some hints to start up:
0
Nwm found a trigger that was cosing it.
0
Hi everyone, i just updated my map at battle.net and when i try to play it i get major lag building up. But when i start it at map test from editor i don't get any lag whatsoever. Any ideas where i shod start to look? Debugger shows everything calm and fine.
0
Yay! I did it! Thx Sanktoras!
Basically its trivial now.
If anyone else need to get any info from ability or behavior here how to do it:
1) Save your ability to variable.
NOTE: ID of your ability have to be exactly same as ID of its button. And if you save behavior, then you need to specify behavior type.
2) In parameter of your action or condition you need to use conversion function.
NOTE: There are few of them. Use correct one. If its text you after then use "Convert Game Text" function. If its asset like icon, then use "Convert Game Asset" and so on.
3) In path parameter use "Catalog Field Value Get" and set catalog value from preset. If you after ability info - go for button, if its behavior info then go for behavior. Everything else is self-explanatory.
0
Hello, i have a problem. For my UI i need to get string path of image from Game LInk variable.
Lets say i have global variable "Hero Active Skill" with class "Game Link/Ability"
Now in some trigger i need to call icon of Hero Active Skill. I know i can do it with "Convert Game Asset" but how do i get "Hero Active Skill" icon path?
0
@nevjmac: Go First of all you don't need "any unit unloads cargo" event. Cos any unit that don't have orders and hasn't bean created with actions will have idle orders. That includes unloaded units.
So no. You can`t make that check.
Only way you can make that check in single trigger is this:
Add unit(Last unloaded or something like this) to unit group
Then in condition pick each unit in that group and check if that's the one you looking for.
0
Thx you realy help out there =)
It was my headache for almost 2 hours
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Unit killd +1 score
so score = 1
then add exp = 1-0
then score old = 1
then exp = 0 +1
second time around
Unit killd +1 score
score =2
add exp = 2 - 1
score old = 2 (for next time)
exp = 1 + 1
But thets a thing score old semms to always have 0
k i think i get it...... score old shoud be in globals....
Thx man x)
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I want to make points of lost units score of player "P5_AI_Enemy" as exp for human player. So i made a triger:
Problem is: Every time unit killed worth of 1 point Add_Exp will go +1 so with every cycle il get Add_Exp = 1/2/3/4... and so on. I don't get it.... Its like action Variable - Set Add_Exp just ignore Score_Old vale....
0
My first map!
Story: Group of scientist found an alien artifact, and accidentally turned it on. In that same moment artifact started to charge, and five warp gates have opened. Its up to you to defend artifact while it charging up. Scientist say that when fully charged, artifact can release a lot of energy capable of closing warp gates forever.
Available on EU servers.
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@Xelaran: Go
thx for heads up, its good to hear thet there is some work in progress.