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    posted a message on [solved] Detect Pitch Changed

    @Builder_Bob: Go

    How is Distance and Pitch the same thing? ...

    Posted in: Triggers
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    posted a message on [SOLVED] How to make a Nebula

    I know this threat is dead... but posting a screenshot of a solved problem is always nice especially when it's about visual stuff! :) Really would like to the result! gratz on solving your problem btw. ;)

    Posted in: Miscellaneous Development
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    posted a message on Is it bad if I get "nested iteration detected" when my trigger runs how I want it to?

    @LinkD: Go

    Well i got the same error and what you said fixed my problem! I thought it's okey to have "Pick Each Integer" multiply times in a trigger if you're not routing a "Pick Each Integer" in the actions of another "Pick Each Integer"... (If that sentence makes any Sense, haha) :P But seems not to be okey...

    Well thanks LinkD

    EDIT: Ok that's not true, what I said... I just mixed up (within my trigger) "For each Integer Do..." and "Pick Each Integer" ... So i refered to an integer, that didn't exist... (hardly working)

    Posted in: General Chat
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    posted a message on [Misc] Text Styles (75% done)

    Thanks so much for this =) Really helpfull!!

    Posted in: Tutorials
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    posted a message on Get the highest Value of (15) Intenger/Real

    Well, I found a way but I just thought there must be a more easy, faster way to do it... @s3rius: That will give me the highest number but not "the source" of the number, the intenger where the number comes from, you know?^^

    But nvm I got my own way, just wondered if there's a function I havent discovered yet.

    Thanks

    Posted in: Triggers
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    posted a message on Get the highest Value of (15) Intenger/Real

    Hey Guys!

    Is there an easy/quick way to get the hightest of a couple of intenger/real. Like i got 7 Intengers with: 4,1,6,3,8,3,9 And I want to know what intenger is the highest!

    Posted in: Triggers
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    posted a message on Requirement: Ability only useable, when without specific Buff

    Hey Guys!

    I got hardly any expirience with Requirements. And I fail at creating one like that: A Requirement that allows a Unit only to use a specific Ability, when it's NOT having a specific Buff. I find out how to do it, that it's possible to use the Ability when the Unit HAS the Buff. But that's clearly not what I want. :S Using Validators worked BUT then there is no red requirement, telling you what's "wrong" - why you can't use the (Ability) ... And I want that! :P

    Anyone want's to share their knowledge with me and tell me how to do it?!

    Thanks, TerrorGurke

    Posted in: Data
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    posted a message on Problem with adding Halo to a Morphing-Ability (with Events+)

    Hey There!

    I've got a WarpGate "lvl1" that I want to morph into WarpGate "lvl2". The second Level got an other size and an other color. That's working pretty fine so far. But my problem is, it's looking kinda boring when the morphing is done and the appearance suddently and instantly changes. So I wanted to add an Halo-effect to the Structure while it's morphing. But I failed so far...

    I tried it with Event+ but couldn't achieve my goal ;(

    Someone could tell me how to add the Halo-effect via Events+ when beginning morphing? (Also stop Halo, when morphing is complete)

    Thanks and greetz, TerrorGurke

    Posted in: Data
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    posted a message on Unable to publish mod

    @Wolf1322: Go

    where did you changed it? I got the same annoying problem!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Using mods

    Yeah, would like to know that, too!

    Posted in: Miscellaneous Development
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    posted a message on [Release] Catalyst

    Looks pretty cool. I really like what you did on the Terrain-design. Love it, when mappers are not only focusing on all but the terrain. ;) Keep it on!

    Posted in: Project Workplace
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    posted a message on Behavior, that effects taken damage (%) by specific attack?! [solved]

    @Fropper: Go

    well, there is a field at bihavior: "Combat - Damage Response +" There u go to "Combat"

    1. Set Change to 1 (=100% proc-chance)
    2. Scroll down to (in my case): Modify Fraction. Set that to what ever you want (for example: 1.1 = 110% damage taken)
    3. Require Effect Array: there you can choose the Effects (damage) that are effectet by the behavior. If you leave the field empty, all are effected.

    That's basicly it!

    Greetz

    Edit: Nice avatar btw. ;D

    AND could you tell me how you change the colour of a Unit. Like you did in Hell TD. So they are Red and Green and Puple... when they spawn. Thanks

    Posted in: Data
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    posted a message on Help with CatalogTrigger: Error... (ChangingTextures)

    hm... would of been so cool :D

    thanks

    Posted in: Triggers
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    posted a message on Behavior, that effects taken damage (%) by specific attack?! [solved]

    Hey Guys!

    I'm looking for a behavior, that increases the taken damage by for example 10%. I don't know how to do this. But that's not it... I want the behavior to be stackble, so that the unit takes like 10/20/30%... more damage. And final Problem: the "%-more-taken-damage" should only effect a specific Effect(Damage). For example: only the damage dealed by a "Marines Gun" (what ever it's called - Gaus? nvm..)

    I thought about a way, using validatiors and different Effect(Damages)s. So that the normal Damage works when there's no behavior, than a "110%"-Damage, that effect when there is 1 vehavior and so on... But that would take ages to be done. Because there would be endless possibilities

    I don't think so BUT: Anyone can help me?!?!

    Thanks, TerrorGurke

    EDIT: Ok! Got all figured out by myself! :)

    Gonna post the way how to do it soon (if someone cares, anyway :P)

    Posted in: Data
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    posted a message on Help with CatalogTrigger: Error... (ChangingTextures)

    Hey Guys!

    I was playing around with the Catalog-Trigger and was wodering how cool it would be, to change Terrain-Textures ingame!

    My Trigger looks like this:

    Catalog - Set value of Terrain Textures "AvernusSmallTitles" "CTerrainTex_Normalmap" for player (bla) to "Assets\Textures\Aiur_GrassNormal.dds"

    But ingame it gives me the Error: "ErrorCatalogFieldNotWritten"

    What Field was not written? Anyone knows a solution for this problem? Or isn't their even one - you just can't change Textures ingame?!

    Thanks, TerrorGurke

    Posted in: Triggers
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