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    posted a message on Resource requirments leeway?

    @Stexen: Go

    I dont know what it is but ive been experiencing something like this.

    In my map whenever a teammate leaves his minerals should be added to the remaining team, since the arcade beta whenever someone leaves i get nothing but if i have 0 minerals and keep buying stuff it uses the teammates left over minerals, very strange

    Posted in: Data
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    posted a message on Apply-force with offset toward unit facing

    HEy guys,

    I was screwing around a lot with the applyforce effect so i made this buff that periodicallyapplies force to a unit. The thing is, the unit always walks the same direction and ive tried a lot of stuff but cant get it to walk in the direction the unit is facing or just a different angle. Just wondering if it is possible to have the apply force move the unit toward its facing with an offset.

    thx

    Posted in: Data
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    posted a message on Ability spam pause

    @Ahli634: Go

    I set the keyboard repeat delay to the lowest value but still it pauses after the first input.

    Posted in: Data
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    posted a message on Ability spam pause

    @LaxSalmon: Go

    No im doing it different, i made an instant effect ability and use it for example like:

    Right
        Events
            Unit - Any Unit uses TurnRight at Generic3 - Execute stage (Ignore shared abilities)
        Actions
            Unit - Make (Triggering unit) face ((Facing of (Triggering unit)) - 25.0) over 0.5 seconds
    
    forward
        Events
            Unit - Any Unit uses MoveForward at Generic3 - Execute stage (Ignore shared abilities)
        Actions
            Unit - Order (Triggering unit) to ( Attack targeting ((Position of (Triggering unit)) offset by 2.0 towards (Facing of (Triggering unit)) degrees)) (Replace Existing Orders)
    

    @Ahli634: Go

    Yeh but this mean that users that play my game will most likely have this setting on so they will experience the pause everytime they move, so yeh i cant change this with the editor, thats a bummer.

    Posted in: Data
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    posted a message on Ability spam pause

    Hey guys,

    I was trying to make a little wasd movement system for myself but stumbled upon an annoying problem. You know when you open your windows notepad and hold down for example the "w" key it wil go like "w...pause wwwwwwwwwwwwwwwwwww" so it pauses and then checks if the key is still pressed or something. However when i was testing my movement system i noticed it works the same in starcraft, whenever i hold down an ability hotkey it first executes the ability once, pauses, and then starts spamming it.

    So the question is:

    Am i able to somehow disable this so it just instanlty starts spamming or is this a more technical kind of problem like ppl would have to change things in windows settings to not make this happen?

    thx for the time

    Posted in: Data
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    posted a message on -(New Video)- 3D City Defense

    @zarltok: Go

    are you using click events trough the trigger editor or is the movement only using data? i suppose trough triggers cause i dont see any movement ability.

    i will be sure to check out your map on release!

    Posted in: Project Workplace
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    posted a message on -(New Video)- 3D City Defense

    @zarltok: Go

    Looks awesome man, doesnt the wasd momvement lag if you play with multiple players on battlenet?

    Posted in: Project Workplace
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    posted a message on Having different units spawn after each wave

    @IKill11: Go

    I just finished a wave spawning system, its a lot to tell so just read some of this, it might help.

    Make 2 variables, 1 for storing the unit type of the wave, 1 for the amount of units for that wave. Make both of them arrays and set them at map init as i show below. After that you make a var which holds the wave the player is currently on, then increase that number by 1 whenever a wave is done.

    Now in the trigger that sarts your wave you put it as follow, the 2 vars i explained above and the currewnt wave:

    Unit - Create UnitSpawnAmount[CurrentWave] WaveType[CurrentWave] for player 5 at (Random point in Spawn1) facing Start Location 001 (No Options)

    wave1,wave2.wave3...etc are the names of the units.

            ------- Type of units in wave
            Variable - Set WaveType[1] = Wave1
            Variable - Set WaveType[2] = Wave2
            Variable - Set WaveType[3] = Wave3
            Variable - Set WaveType[4] = Wave4
            Variable - Set WaveType[5] = Wave5
            Variable - Set WaveType[6] = Wave6
            Variable - Set WaveType[7] = Wave7
            Variable - Set WaveType[8] = Wave8
            Variable - Set WaveType[9] = Wave9
            Variable - Set WaveType[10] = Boss1
            ------- amount of units in wave
            Variable - Set UnitSpawnAmount[1] = 8
            Variable - Set UnitSpawnAmount[2] = 8
            Variable - Set UnitSpawnAmount[3] = 8
            Variable - Set UnitSpawnAmount[4] = 8
            Variable - Set UnitSpawnAmount[5] = 8
            Variable - Set UnitSpawnAmount[6] = 8
            Variable - Set UnitSpawnAmount[7] = 8
            Variable - Set UnitSpawnAmount[8] = 8
            Variable - Set UnitSpawnAmount[9] = 8
            Variable - Set UnitSpawnAmount[10] = 0
    
    Posted in: Triggers
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    posted a message on Actor is not destroyed directly

    @Sherlia: Go

    hmmmmmmmmmmmm.. So you have this behavior that adds something extra to your unit and whenever he stops attacking or dies the behavior should be removed. Well to me a lot of different things can cause this and since you havent gave much explanation how you did this im just going to say: look at the actor and add event

    • Behavior.Yourbehavior.On - Create.
    • Behavior.Yourbehavior.Off - Destroy.
    Posted in: Data
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    posted a message on Refill energy

    @jamison0136: Go

    you can make an item(unit) like for example mineral pallet, recreate it so that the unit has the same pick up ability, now instead of giving you minerals make it so that it restores energy, i think there is a field for that, else make a behavior that restores energy then make an apply effect for the behavior, set whenever the unit(item) is picked up apply the behavior that stores energy. For a nice model youll have to search in the model previewer.

    Now you can easily spawn/remove this unit with a trigger.

    Posted in: Triggers
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    posted a message on Need Trigger Answers? Ask here!

    @Projekton: Go

    SoulCarveRR is right, your a good samaritan but your idea is pointless, just post directly into the trigger forum.

    Posted in: Triggers
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    posted a message on Unable to add nukes to the Ghost Academy

    @br3akth3w1nd: Go

    Make it so that the nuke has 1 charge, set it 0 from the beginning if you want.

    Now make a trigger with an event that runs whenever you want to recharge the nuke, for actions use:

    Unit - Add -1.0 charges used for charge "Abil/YourNuke" on ability "Your Nuke" on unit (The unit you want to use the recharge on)

    Posted in: Triggers
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    posted a message on Golems Help -Units always spawn.

    @Blackmarketqt: Go

    I canĀ“t really say much about it, the only thing i see is that your using repeat forever which means it will for always be spawning the units until you use a break, i would rather do like a while loop to check if the unit is still within the area and if so then repeat forever else break it..

    also im not so sure about the event of the second trigtger.

    Posted in: Triggers
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    posted a message on Quick Noob question

    @Air1: Go

    Do the units you kill with your hero have an xp bonus amount for killing it? you can find the field on the unit.

    Posted in: Triggers
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    posted a message on [Solved]Veterancy question.

    Thnx again for the help, both problems i could handle very smoothly, for anyone who needs it, i just set the death time of the hero to over 9000 ;] and this is the trigger i run whenever a wave is done so that any dead players will be revived.

        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player Any Player matching Required: Heroic; Excluded: Missile, with at most Any Amount) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Picked unit) is alive) == False
                        Then
                            Unit - Revive (Picked unit)
                            Unit - Move (Picked unit) instantly to Frontgate (No Blend)
                            Camera - Pan the camera for player (Owner of (Picked unit)) to Frontgate over 2.0 seconds with Existing Velocity% initial velocity, 10.0% deceleration, and Do Not use smart panning
    
    Posted in: Data
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