Bringing the feed up for a few hours to at least complete a section of the map. Feel free to drop by and inquire or even give some feedback all are welcome! :)
I'm assuming it to be a AAA flop, Blizzard isn't going to out-model what HoN and LoL has already done... Don't even know why they are still trying... New skins don't make new gameplay, Blizzard of all corporations should know this by now. I'm assuming they realized their error so far ergo trying to bring one of these HoN or LoL people over to Blizz. It's all a ploy by the think tank... I won't be fooled again.
Ok so I have remade the event and its much better rather then splitting them but as for the array I'm still a bit fuzzy with using these so its most likely whats causing this error... ill link them too but I figured if 1 person in the team (team protoss) did the objective killed the specific unit the kill counter would decrease or it would automatically advance everybody else on the team once completed to the next objective going back to Xil. Does the trigger even do this for the team or just the 1 person actually doing the quests..
Protoss Quest Values
array [6] [10] [3]
6 being the # of heroes on team
10 being the amount of quests
3 the saved variables of the quest?!?
Ok so you were correct in why the trigger was not running but upon changing it I'm Running into an error: Trying to access an element beyond the end of an array. How so? The error is coming from the 3rd trigger but is it because of my setup in the other triggers?
See again I am unsure how you got (Any Unit) owner changes
When I use owner changes line it comes out as
(Unit 1 from [unit group]) owner changes
I could probably just add (Unit 1 from [Alter's]) owner changes (Unit 2 from [Alter's]) owner changes as a way to set the trigger off, but isn't there an ANY I could use?!?
So later after toying with it I found out you can use the Random Unit from Unit Group and in this line instead of living/dead unit it can be replaced with Any unit from unit group. Thanx for the usher though Khaztr
See again I am unsure how you got (Any Unit) owner changes
When I use owner changes line it comes out as
(Unit 1 from [unit group]) owner changes
I could probably just add (Unit 1 from [Alter's]) owner changes (Unit 2 from [Alter's]) owner changes as a way to set the trigger off, but isn't there an ANY I could use?!?
I am probably just looking at this incorrectly but I'm looking for a way to call when a specific unit's owner changes different alter's/shrines in this case to indicate when to increase an integer for an objective i have set increases.. but I can't find the correct line help please??
Event
(Any unit from [Unit Group]) owner changes / Since this isn't possible what do I use?
So today i got wanted to get a bit more sophisticated with how my upgrades for units effects their individual looks. I made a behavior called "Upgrade Creep Level 1" which is just a positive buff that adds unit health / shields. I made a BuffFX Model with the Electrocute actor. I made an Actor Model BuffContinuous with the events set to Behavior.UpgradeCreepLevel1.On Create. I applied the behavior to a Zealot.. Ok I figured this was just an easy way of doing it to give the Zealot Actor a added bonus but it doesn't seem to work this way.. have been fumbeling around with this for quite some time and was now wondering if anybody could help me here ... im lost getting this simple thing to work...
9/22/2011 6:46:30 PM] Warning: [ c6a 1] CActorDoodad[TempleStatue] TempleStatue Assets\Doodads\TempleStatue\TempleStatue_06.m3; Could not find texture with slot generic02.normal and expression Innate.
0
Bringing the feed up for a few hours to at least complete a section of the map. Feel free to drop by and inquire or even give some feedback all are welcome! :)
http://www.twitch.tv/juvialsrequiem
0
I'm assuming it to be a AAA flop, Blizzard isn't going to out-model what HoN and LoL has already done... Don't even know why they are still trying... New skins don't make new gameplay, Blizzard of all corporations should know this by now. I'm assuming they realized their error so far ergo trying to bring one of these HoN or LoL people over to Blizz. It's all a ploy by the think tank... I won't be fooled again.
0
@Ickynesss: Go
Feed should be working correctly
0
Feel free to stop by and critique good or bad :P
http://www.twitch.tv/juvialsrequiem
0
Would appreciate any advice or suggestions feel free to stop in!
http://www.twitch.tv/juvialsrequiem
0
Doing some spicing up of the terrain, feel free to stop in!
http://www.twitch.tv/juvialsrequiem
0
Ok so I have remade the event and its much better rather then splitting them but as for the array I'm still a bit fuzzy with using these so its most likely whats causing this error... ill link them too but I figured if 1 person in the team (team protoss) did the objective killed the specific unit the kill counter would decrease or it would automatically advance everybody else on the team once completed to the next objective going back to Xil. Does the trigger even do this for the team or just the 1 person actually doing the quests..
Protoss Quest Values array [6] [10] [3]
6 being the # of heroes on team 10 being the amount of quests 3 the saved variables of the quest?!?
0
Ok so you were correct in why the trigger was not running but upon changing it I'm Running into an error: Trying to access an element beyond the end of an array. How so? The error is coming from the 3rd trigger but is it because of my setup in the other triggers?
0
Can't quite get it to work and and stumbling over why?!?
0
@Khaztr: Go
See again I am unsure how you got (Any Unit) owner changes
When I use owner changes line it comes out as
(Unit 1 from [unit group]) owner changes
I could probably just add (Unit 1 from [Alter's]) owner changes (Unit 2 from [Alter's]) owner changes as a way to set the trigger off, but isn't there an ANY I could use?!?
@JuvialsRequiem: Go
So later after toying with it I found out you can use the Random Unit from Unit Group and in this line instead of living/dead unit it can be replaced with Any unit from unit group. Thanx for the usher though Khaztr
0
@Khaztr: Go
See again I am unsure how you got (Any Unit) owner changes
When I use owner changes line it comes out as
(Unit 1 from [unit group]) owner changes
I could probably just add (Unit 1 from [Alter's]) owner changes (Unit 2 from [Alter's]) owner changes as a way to set the trigger off, but isn't there an ANY I could use?!?
0
I am probably just looking at this incorrectly but I'm looking for a way to call when a specific unit's owner changes different alter's/shrines in this case to indicate when to increase an integer for an objective i have set increases.. but I can't find the correct line help please??
Event
(Any unit from [Unit Group]) owner changes / Since this isn't possible what do I use?
0
Ah yes the attachment point i was using was not set to _Selectable... i knew it would be something silly i was just overlooking thanks a lot guys
0
So today i got wanted to get a bit more sophisticated with how my upgrades for units effects their individual looks. I made a behavior called "Upgrade Creep Level 1" which is just a positive buff that adds unit health / shields. I made a BuffFX Model with the Electrocute actor. I made an Actor Model BuffContinuous with the events set to Behavior.UpgradeCreepLevel1.On Create. I applied the behavior to a Zealot.. Ok I figured this was just an easy way of doing it to give the Zealot Actor a added bonus but it doesn't seem to work this way.. have been fumbeling around with this for quite some time and was now wondering if anybody could help me here ... im lost getting this simple thing to work...
0
9/22/2011 6:46:30 PM] Warning: [ c6a 1] CActorDoodad[TempleStatue] TempleStatue Assets\Doodads\TempleStatue\TempleStatue_06.m3; Could not find texture with slot generic02.normal and expression Innate.
started getting this error message after patch..