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    posted a message on Levelable Ability with Changing Buttons

    Objective: An ability "Hunt" that increases movement speed/damage and gets stronger with each of its 4 levels. Nothing should be displayed on the command card of the predator until the "learn" ability on submenu 2, which includes hunt, 1,2,3,4, , is activated. The button that then appears on the command card of the predator should change with every level. The ability should have infinite charges with just a cooldown.

    Problem: I have the ability and all 4 levels. I have the learn ability working as well. I even have it to where nothing is on the command card until the first level of it is learned! The problem is that the ability only seems to have one charge, and then disappears. Also, when I add charges and hide the count to make it seem like more, it doesn't change the button when the next level is learned. A final problem is that clicking the ability takes away mana (energy) but doesn't actually apply the buff...

    Setup: I have 4 abilities of "behavior type" which is linked to the respective behavior 'buff'. I have a learn ability that allows each respective level to be used by the unit. I have some requirements I created that I'm sure are wrong...

    Any help from where I am would be amazing. OR if there is just a different way of doing things, i.e. different ability types, or requirements, that would be awesome too.. I know this is possible because I see it in games, I just can't figure it out!

    Posted in: Data
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    posted a message on Changing weapon(effect) damage with an attribute

    @Kueken531: Go

    Thank you! Collapse Buffed worked beautifully!

    Posted in: Data
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    posted a message on Changing weapon(effect) damage with an attribute

    So I know how to increase straight damage with an attribute. Currently in my game, each point of the attribute increases melee and ranged damage by 1.

    But the problem is how it displays this in-game. Since the initial weapon's damage is 15, and say the attribute has 30 points, the damage is seen as 15 (+30)...

    Instead I want to just see 45. I realized the only way to do that would be to change the damage effect for the weapon, but after looking for a while, it looks like I can only change 'melee, ranged, spell, and splash' damage with each point of the attribute instead of the actual weapon's damage....

    Anyone know of how to get around this? Thank you!!

    Posted in: Data
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    posted a message on Using a Shop

    This is more of a general question about shops, but ultimately I need multiple people to be around a shop of whatever type and able to buy items.

    I have an "interact" ability that I gave my shop which lets any player come up and use it, but the problem is whenever you try to buy something, It says "cannot spend another players resources"...

    I've also thought of making it when a player clicks the shop he gains control of the building, so then it will let him buy the items or tomes, but then multiple players have to take turns and that's just lame, especially if someone doesn't understand the system and just keeps clicking, making other people not be able to use it..

    Anyone know of an efficient way of interacting with a shop? Or just a quick fix to my "cannot spend another players resources"?

    Posted in: Data
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    posted a message on Bugs?

    @Kueken531: Go

    What is the difference between Gui and Galaxy? You make it sound as if there are 2 different trigger editors?

    Posted in: Triggers
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    posted a message on Bugs?

    @BasharTeg: Go

    Awesome I will try that change. This may sound silly, but I have no idea what the difference between dynamic element or script is.. or to be honest I'm not exactly sure what either of them are

    Posted in: Triggers
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    posted a message on Bugs?

    @Taintedwisp: Go

    Alright, well youll notice after you hit run, ive placed a kerrigan in front of the gate in the middle, which ive denoted gate 1 in my map and triggers. It starts with low health, when you kill it, its supposed to spawn a lowered gate, and then every time you attack the control panel (inside the base) it should switch between lowered and closed.

    Posted in: Triggers
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    posted a message on Bugs?

    @BasharTeg: Go

    is there a way to attach a file with the triggers? cause there are quite a few to just copy and paste

    Posted in: Triggers
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    posted a message on Bugs?

    Is it possible for the trigger editor to have bugs even though the triggers are perfectly correct?

    Because I've made sure myself as well as other authors have looked, and the triggers are fine, yet something really strange is happening.

    I have a gate attached to a region, and then when it dies, to be replaced with a lowered gate. But instead, the first unit (any unit) that dies after opening the map, blows up and even moves the region which initially surrounded the gate. To test this, I had any unit who enters the region is killed, and yes, wherever the first unit died, a lowered gate would spawn and the region in which units die would be around that first unit as well.

    In my triggers, it clearly has when the specific gate unit dies, no other unit... ideas???

    Posted in: Triggers
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    posted a message on Replace Units

    @Neonsz: Go

    I was trying your explanation of the triggers, and I can easily put the units in the region into the unit group, but to move them out, there is no all units in unit group trigger, it wants an index.. Obviously adding enough conditions to count for every possible unit in the region is the wrong way to go, or am I missing something?

    Posted in: Triggers
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    posted a message on Replace Units

    @rpc190: Go I know were in the triggers forum but how would I use data instead? I ask because you make it seem like it would be easy.

    Posted in: Triggers
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    posted a message on Which would be better?

    @zenx1: Go

    Yeah I agree with that. Map making isn't really a limitation here though, because I enjoy it thoroughly. Difficulty to create isn't really the hard part, its getting people to like it haha

    Posted in: Map Suggestions/Requests
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    posted a message on Replace Units

    So I am utilizing the Replace Unit trigger in my map for a gate system. You attack the control panel and it switches the gate from open to closed and vice versa. This all works fine, but I encountered a problem where if someone is standing on the open gate, (above the unit technically) and then another unit attacks the control panel, it spawns the closed gate in the closest place because someone is standing where the gate should be spawned. This obviously is problematic. My first thoughts were maybe there's a push priority in the data editor? But I've messed around with it for a while and cant figure anything out.

    Posted in: Triggers
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    posted a message on Which would be better?

    Also another side note, there would be a save feature in the RPG of course because it would be designed to be too long to play in one sitting, unless you were REALLY dedicated i guess haha All 3 of these maps have the terrain done and tons of data editing and triggers already completed. I am just trying to decide which one to finalize based on people's wants.

    Posted in: Map Suggestions/Requests
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    posted a message on Which would be better?

    So I a a fairly proficient map editor at this point and have been in the process of designing a few games on the sc2 map editor. In particular, I was remaking 'Civilization Wars' and 'X Hero Siege', which both were fun custom games from warcraft 3! I am also designing an RPG slightly based on the Curse of Time RPG, also from warcraft 3. My question is which one would any of you guys or other people in general want to play more? Few notes on each for people who aren't familiar with the games: CivWars is a 3v3 tug of war lane game where the structures you build send uncontrollable units to attack the enemy base, and an intricate tech-tree allows for multiple 'eras' of civilization (stone age - space age), with the obvious goal of destroying the enemy base. X Hero Siege is a 8 player game which starts as a defend the castle game, defending an onslaught of enemies from each lane and incorporating special waves and minigames to upgrade your stats (strength, agility, and intelligence). The game then switches to the objective of destroying the final bosses, once your stats are super high. The game would feature multiple heroes each with different abilities. the RPG im designing is faintly similar to COT (Curse of Time) from warcraft 3, in which anywhere from 1-8 players start as a level 1 hero with little to no stats. The final goal is to kill the final bosses but there are many quests on the way to completing that. Quests will lead to big bosses, dropping legendary weapons and armor, all needed to kill the final boss. As well, I am incorporating a nation aspect, where you a player would buy a nation from a shop and have access to a few bases around the map with excess minerals and gas to mine. Depending on how hard the base is to get to, more minerals and gas can be mined as well as more space is in the base to build unit producing structures in the event that players may want to fight as well.

    What do you guys think??

    Posted in: Map Suggestions/Requests
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