Did you make sure that the firing arc was 360? If you give a building an exiting ability, you have to change the firing arc, as a building is unable to turn to face the target before firing the ability.
its fairly easy, just have to create a unit group with all the players units, then iterate through it and switch on the invulnerable flag. however you may want to make everything invulnerable during a cut scene, as invulnerable units will still attack and do damage to non invulnerables.
The campaign tech upgrades exist in the editor if you have the right dependencies laid out. However they are not contained in any building, nor do they have associated costs. You would have to set them up inside the respective buildings, tech lab etc.
im not sure if a percentage can be done outside of triggers, but ide start looking at sentry guardian shield ability, and find out where and how they do its damage reduction. Also I believe one of the custom units in Battlecraft does a 10% reduction buff, you can try contacting him if you're stumped and hopefully he/she will let you know how they accomplished it.
Alot of the weapons stuff is fairly straight forward, for ricocheting ide take a look at the mutalisk attack, and use that as a base to design your own. We are very teach a man to fish on this site, not many will just hand you a fish :) Ide start with some basic tutorials on data editing if you're fresh into GE, once that's done, start looking into weapon tutorials and once you wrap your head around how it all works, you'll find most of, if not all is doable.
This page helped me alot, i hadnt done any modding since nwn2, but within a week i was comfortable enough with the editor to begin posting help for others.
When you say bottom, do you mean the bottom half of the building? Hiding half a model would require some custom models and a fair bit of knowledge of actors and models, and how they interact. You're basically looking at displaying your custom model normally, and when the conditions are met, morphing it into the default model.
I totally agree with you, no map should have a vote to decide settings that should be set before the game is even launched, there are several maps i enjoy playing alot, but if a certain voteable option gets turned on I bail instantly.
Ok, first you modify Snipe, or whatever ability your using, to add a custom buff to the target of the snipe, this buff will last 0.1 seconds, and have no effect other than just being there.
Now when you use your vamp bullet, the unit will have the buff that you can now check for in a trigger.
Then you make a trigger for Any Unit Dies, add the condition that the unit that killed it is a ghost, check for the buff, and if that buff is present, give the ghost some life.
I would create a debuff with a very short duration(0.1sec) that is tied to your ghost snipe ability, and then check for that debuff when a unit is killed by a ghost, it will work 99% of the time, im sure occasionally a second 'ghost' using a regular attack which kills a unit within 0.1 seconds of a snipe ability landing will cause the health drain to trigger, but it will work 99% of the time.
Thank you very much, thats a great framework to start with and i think ill be able to get something working. Was almost at the point where i was gonna say forget leaderboards and script the sorting into dialogs.
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@wowacesucksmassivekok: Go
Did you make sure that the firing arc was 360? If you give a building an exiting ability, you have to change the firing arc, as a building is unable to turn to face the target before firing the ability.
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@Computer12: Go
its fairly easy, just have to create a unit group with all the players units, then iterate through it and switch on the invulnerable flag. however you may want to make everything invulnerable during a cut scene, as invulnerable units will still attack and do damage to non invulnerables.
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@zoliss: Go
The campaign tech upgrades exist in the editor if you have the right dependencies laid out. However they are not contained in any building, nor do they have associated costs. You would have to set them up inside the respective buildings, tech lab etc.
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@JimyStyles: Go
im not sure if a percentage can be done outside of triggers, but ide start looking at sentry guardian shield ability, and find out where and how they do its damage reduction. Also I believe one of the custom units in Battlecraft does a 10% reduction buff, you can try contacting him if you're stumped and hopefully he/she will let you know how they accomplished it.
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@exelsisxax: Go
Alot of the weapons stuff is fairly straight forward, for ricocheting ide take a look at the mutalisk attack, and use that as a base to design your own. We are very teach a man to fish on this site, not many will just hand you a fish :) Ide start with some basic tutorials on data editing if you're fresh into GE, once that's done, start looking into weapon tutorials and once you wrap your head around how it all works, you'll find most of, if not all is doable.
This page helped me alot, i hadnt done any modding since nwn2, but within a week i was comfortable enough with the editor to begin posting help for others.
http://www.sc2mapster.com/api-docs/tutorials/
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@JacobNielsen: Go
When you say bottom, do you mean the bottom half of the building? Hiding half a model would require some custom models and a fair bit of knowledge of actors and models, and how they interact. You're basically looking at displaying your custom model normally, and when the conditions are met, morphing it into the default model.
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Jibekn 669 NA
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@mm2jswizzy: Go
I totally agree with you, no map should have a vote to decide settings that should be set before the game is even launched, there are several maps i enjoy playing alot, but if a certain voteable option gets turned on I bail instantly.
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@thegatepro: Go
are you fully patched? mine defaults to showing 2 rows, even on new units.
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@Swifteg: Go
Ok, first you modify Snipe, or whatever ability your using, to add a custom buff to the target of the snipe, this buff will last 0.1 seconds, and have no effect other than just being there.
Now when you use your vamp bullet, the unit will have the buff that you can now check for in a trigger.
Then you make a trigger for Any Unit Dies, add the condition that the unit that killed it is a ghost, check for the buff, and if that buff is present, give the ghost some life.
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@Swifteg: Go
I would create a debuff with a very short duration(0.1sec) that is tied to your ghost snipe ability, and then check for that debuff when a unit is killed by a ghost, it will work 99% of the time, im sure occasionally a second 'ghost' using a regular attack which kills a unit within 0.1 seconds of a snipe ability landing will cause the health drain to trigger, but it will work 99% of the time.
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Some ColSpan and RowSpan would make this easier as well :/ Hell, I just wish this was an html table with sorting functions :D
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@Xackery: Go
Aye, i may still fallback to dialogs.
My kingdom for an InsertRow function.
heres what my ideal leaderboard is;
Currently playing with groups to see if i can get the rows to display in the order i want them in.
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@Xackery: Go
Thank you very much, thats a great framework to start with and i think ill be able to get something working. Was almost at the point where i was gonna say forget leaderboards and script the sorting into dialogs.
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@Qancakes: Go
well that's disheartening.
Players are added and removed from my leaderboard through dynamic criteria.
i never declare soemthing like Add player 1 to leaderboard.
Its something like, when unit enters region, add player to board, unit leaves region, remove him etc. :/
I basically need a way to derive the players row on a leaderboard, from a Owner of Unit(Triggering Player)