Thanks it worked. Unfortunately it seems that I can't get the building to fire in all directions. It only faces downward and to the left, and only shoots guys that go past that area. I even added a Free Rotate turret to the Unit and it didn't change a thing. Any more help is appreciated, thanks.
I just want to for example have two Psionic Shockwave (Damage) effects going off at the same time, so it looks like more lightning bolts. I just want to know the process to add ANY additional effect on top of another while a unit is firing.
Hello, I am working with the Archon's lightning bolt type weapon. Is there a way to combine multiple effects into one weapon? Right now the effect is HybridC - Psionic Shockwave (Damage). I was hoping to have double the amount of lightning bolts, or at least some other additional effect thrown in there. Is this possible? Thanks.
Hello, I turned an archon into a tower but he requires a pylon to be placed. I cannot for the life of me find out how to stop this, and he doesn't have any power user behavior attached to him as far as I can tell. In fact, is there a way to remove this requirement for EVERYTHING? Any help is appreciated. Thanks.
Hello, if I wanted a building to shoot, what would I need to do? First of all, is there any attack resembling a very wide blast of energy? For example, a kamehameha type of projectile. Secondly, how would I attach some unit's weapon/shots to a building? Thanks.
Sorry I passed out. I wish I could reference the editor but unfortunately I don't have it on this computer so I'm just doing this from my head, which was not working very well, which is why I just napped - and yes it would be ==:
To track the kills, make one kills array instead of 5 separate variables:
Open up the Triggers window. On the left pane, right click and do Add New Variable. Name the variable Kills (or whatever you want), and change it to type Integer. Change the variable to an array, and there is a number next to it representing the size of the array. Change that # to the number of players in the game.
You also to need to create a Variable of type Leaderboard. Call it Killboard.
Create a new event saying "If Kills[0] > #". # being the number of kills you want the person to have before something happens. Sorry I had < before not >. Anyways, in that event, you can apply some actions to occur when that event fires. Copy and paste this event for each player, and change Kills[0] to Kills[x], x being the number of the player -1. So for player 3, you would have this event you created and it would check for Kills[2] > #.
As for actually setting up the leaderboard with the players, I can't recall off the top of my head, I would definitely recommend looking for a tutorial on this site or youtube and then posting here again if you still have any questions.
You just need to create a global Kills array, each index corresponding to a certain player, and then create an event for when that index's values < x. For example, Kills[2] would correspond to Player 3. Create an event for Kills[2] < [some number] and then add the actions for it. I'm not sure how you would combine this all in one event without doing "Kills[0] < x OR Kills[1] < x OR .....", not sure if you can with this system. Best way might just be a separate event for each player's kills.
Thanks guys, I got it!!!!! I saw that the original Immortal unit had a turret object when I searched for "Immortal" under actors. I didn't see this in its Unit Object, but only when I searched. I added the event "Turret Enable: Centurion - Create" and it works!!! Feels good to be a gangster, thanks for your help guys - my next question will be arriving in t-minus 2 minutes.
Thanks. I just duplicated the actors, weapon, and effects. I dunno. What is the best method to copy a base unit to use as something else?
Anyways, the actors I have are: Centurion and Centurion Attack [renamed from Immortal Copy and Immortal Attack Copy]. I guess I'll check through those to see if something's overriding the turning - though I have no idea what I'm looking for lol.
Oh yeh and turning rate is grayed out so I'm not sure if that is the problem. I tried changing different movement properties but couldn't get it to not be grayed.
Hello, in my TD I am using some units as towers. What exactly controls whether or not the unit faces the enemy while shooting? I turned their movement off so they don't scatter away and set the footprint pathing to 2x2 so everything seems to be working fine except that the unit doesn't face the enemy. Any help is appreciated, thanks.
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@gizmachu: Go
Thanks I'll try it out
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@gizmachu: Go
Thanks it worked. Unfortunately it seems that I can't get the building to fire in all directions. It only faces downward and to the left, and only shoots guys that go past that area. I even added a Free Rotate turret to the Unit and it didn't change a thing. Any more help is appreciated, thanks.
0
@gizmachu: Go
I just want to for example have two Psionic Shockwave (Damage) effects going off at the same time, so it looks like more lightning bolts. I just want to know the process to add ANY additional effect on top of another while a unit is firing.
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Hello, I am working with the Archon's lightning bolt type weapon. Is there a way to combine multiple effects into one weapon? Right now the effect is HybridC - Psionic Shockwave (Damage). I was hoping to have double the amount of lightning bolts, or at least some other additional effect thrown in there. Is this possible? Thanks.
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@rymonator: Go
blump
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Hello, I turned an archon into a tower but he requires a pylon to be placed. I cannot for the life of me find out how to stop this, and he doesn't have any power user behavior attached to him as far as I can tell. In fact, is there a way to remove this requirement for EVERYTHING? Any help is appreciated. Thanks.
0
Hello, if I wanted a building to shoot, what would I need to do? First of all, is there any attack resembling a very wide blast of energy? For example, a kamehameha type of projectile. Secondly, how would I attach some unit's weapon/shots to a building? Thanks.
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Sorry I passed out. I wish I could reference the editor but unfortunately I don't have it on this computer so I'm just doing this from my head, which was not working very well, which is why I just napped - and yes it would be ==:
To track the kills, make one kills array instead of 5 separate variables:
Sorry, if I was in the right mind before I could have given you a clearer picture, but this should work - let me know if you still have any problems.
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@Bounty_98: Go
Open up the Triggers window. On the left pane, right click and do Add New Variable. Name the variable Kills (or whatever you want), and change it to type Integer. Change the variable to an array, and there is a number next to it representing the size of the array. Change that # to the number of players in the game.
You also to need to create a Variable of type Leaderboard. Call it Killboard.
Create a new event saying "If Kills[0] > #". # being the number of kills you want the person to have before something happens. Sorry I had < before not >. Anyways, in that event, you can apply some actions to occur when that event fires. Copy and paste this event for each player, and change Kills[0] to Kills[x], x being the number of the player -1. So for player 3, you would have this event you created and it would check for Kills[2] > #.
As for actually setting up the leaderboard with the players, I can't recall off the top of my head, I would definitely recommend looking for a tutorial on this site or youtube and then posting here again if you still have any questions.
0
You just need to create a global Kills array, each index corresponding to a certain player, and then create an event for when that index's values < x. For example, Kills[2] would correspond to Player 3. Create an event for Kills[2] < [some number] and then add the actions for it. I'm not sure how you would combine this all in one event without doing "Kills[0] < x OR Kills[1] < x OR .....", not sure if you can with this system. Best way might just be a separate event for each player's kills.
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Thanks guys, I got it!!!!! I saw that the original Immortal unit had a turret object when I searched for "Immortal" under actors. I didn't see this in its Unit Object, but only when I searched. I added the event "Turret Enable: Centurion - Create" and it works!!! Feels good to be a gangster, thanks for your help guys - my next question will be arriving in t-minus 2 minutes.
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they could at the very least give the option to view by other parameters besides popularity
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@zzPop: Go
Thanks. I just duplicated the actors, weapon, and effects. I dunno. What is the best method to copy a base unit to use as something else?
Anyways, the actors I have are: Centurion and Centurion Attack [renamed from Immortal Copy and Immortal Attack Copy]. I guess I'll check through those to see if something's overriding the turning - though I have no idea what I'm looking for lol.
Oh yeh and turning rate is grayed out so I'm not sure if that is the problem. I tried changing different movement properties but couldn't get it to not be grayed.
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@zzPop: Go
Okay I actually do have a turning rate > 0, but it's grayed out, so that's probably the issue. Any idea what controls this? Thanks.
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Hello, in my TD I am using some units as towers. What exactly controls whether or not the unit faces the enemy while shooting? I turned their movement off so they don't scatter away and set the footprint pathing to 2x2 so everything seems to be working fine except that the unit doesn't face the enemy. Any help is appreciated, thanks.