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    posted a message on [Solved]Veterancy question.

    @Spoolofwhool: Go

    Hey thnx for the reply, this way seems more simple and less work for me, im gonne try it, thnx!

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

    @peranzormal: Go

    ok thnx man, i will try this soon!

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

    @peranzormal: Go

    Hey, So what you are saying is, Apply this behavior and it will make the unit invisible have no collision(for some time) invulnerable And then it will be moved to a respawn location. I assume moving it to this respawn location happens with triggers? what happens to the death animation of the unit? What do i do with my triggers that are referenced to the death event of a hero? does the behavior have all these things on the whole time the behavior is active? so i just remove the behavior with triggers at the time the unit has to respawn?

    thnx for the anwser, sry for the questions, it just saves me a lot of time :)

    @maticpl: Go

    Hey, thnx man sounds like a pretty awesome idea, cant believe i didnt think of it myself. just to be sure:

    So i make an upgrade, make a trigger that sets the upgrade for a player +1 whenever his hero levels. Then i can refer to the upgrade in the requirements and see it as the current herolevel for the player.

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

    Hey ppl,

    I´m making a hero survival map and each hero ofc has a veterancy behavior. i actually got 2 questions on things i haven´t figured out:

    • When someones hero dies, it loses its veterancy level. So the game has 4 player coop if 3 players die in a round and 1 survives the others will respawn beginning next round but start at veterancy level 0 again. How do i somehow stor the veterancy level to reapply when the unit gets respawned?
    • I have a shop where you van buy upgrades that will allow restricted abilities on the hero's commandcard. Is it possible to have a requirement that will only allow upgrades on the shop for heroes with a lets say 10 or higher veterancy level?

    thnx for the time!

    Posted in: Data
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    posted a message on unit aggro

    @Photoloss: Go

    Ah cool it works, i gave all the heroes the same priority and gave the structure they have to defend a lower priority, then i let the attackers weapon scan continuously which unit is closer. Everything is acting how i want it now, thnx!

    Posted in: Data
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    posted a message on unit aggro

    Hey guys,

    I was working on a survival map which in the center has a structure to defend. I got some different kind of hero´s that have to fight waves of enemy´s. When the wave starts attacking the structure in the center some of my heroes it seem easily get aggro from the attack-units by just passing by but some other heroes it is harder to get aggro on the same units.

    So i was wondering if theres anything else that increases a unit´s aggro except for the scan range on a weapon. more like an aggro field on the unit that is being attacked?? i mean its kinda weird how some heroes get good aggro and some dont while its the same unit with the same weapon

    Posted in: Data
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    posted a message on Wave check

    Yes i fixed it, no im not satisfied.

    I made a periodic trigger to check if all units are dead in a playergroup where i store all the units in the wave instead of checking each time a units dies. so if units die at the same time now it doesn´t matter.

    Anyway i dont like the way i fixed it, the other trigger was better, but it bugged......................................................................................

    still if anyone got a better way, do tell

    Posted in: Triggers
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    posted a message on style player name

    @jaxter184: Go

    Oh yeh! so easy, never thought of it that way, gonne try it ! :)

    Posted in: Triggers
  • 0

    posted a message on style player name

    Hey ppl.

    I have some different games with scoreboards that use styled text, however the variables like integers and playersnames in my scoreboard always look crappy and dull because i haven't found a way to add any style to them. I don´t know if this has been discussed a 1000 times but am i able to style variables like integers and playernames?

    tthx for the time

    Posted in: Triggers
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    posted a message on who else listens to dubstep when editing!?!

    @Mozared: Go

    awesome

    Posted in: Off-Topic
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    posted a message on Wave check

    @Rice87: Go

    Like.......... why is this happening... please someone...? Any other solution to my problem above without using the boolean? i thought it wouldn't be this hard i mean, there are a lot of custom games using waves...

    Posted in: Triggers
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    posted a message on Arcade Beta: Post the funniest reviews

    I liked this comment on my desert strike hero map :]

    Posted in: Off-Topic
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    posted a message on Wave check

    @Exaken: Go

    Hey, im reopening this because i found out during testing it sometimes doesnt run the WaveDone trigger while all units of player 5 are dead, i tested it witch chat messages, 0 units left and the wave sometimes doesnt run wavedone which i must mean that the boolean return false when it is actually suppose to turn true :/ i have set it up exactly the way you recommended though.

    maybe someone knows whats going on? or another solution?

    i can not have it bug, it freezes up the whole game and nomore wave will come because the trigger are like a chain reaction.

    Posted in: Triggers
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    posted a message on [Solved]Actor not moving with unit

    @Kueken531: Go

    yes, im happy :D

    But i still didn't figure out why the extra unit actor i made for the unit didn't move along with the unit. So instead i used model addition which did move with the unit.

    Btw dude why did u never finish HeroLineWars :x

    Posted in: Data
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    posted a message on [Solved]Actor not moving with unit

    @Rice87: Go

    Too bad no one was able to help me, cost me tons of time to figure out, however...

    I made an actor model addition for the aoe and set the events to create at unitbirt but make it invisible then whenever the aoe buff is on i set it to visible and i let the aoe animation play forever, if the buff is off again set to invisible. Then i go to main actor whenever buff is on set invisible and whenever buff off set visible. Now the unit only shows aoe animation while hes aoe attacking and the modeladdition is attached to the unit so it moves along with the unit while playing the animation.

    Posted in: Data
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