• 0

    posted a message on Alter Ability

    @DrSuperEvil: Go

    Thanks for the reply.

    Posted in: Data
  • 0

    posted a message on Alter Ability

    I started to do a search on this but I didn't even really know what to search for so if there is already a thread on this that you know of please link.

    I am sure this is simple and right under my nose as usual. Basically what I am wanting is to change Tosh's Mindblast ability from a targeted attack to a melee attack. When I use the ability I'd like it to emanate from his (unit) position rather than a clicked cursor position. I hope that makes sense.

    Posted in: Data
  • 0

    posted a message on Setting a variable to last created unit.

    @TheAlmaity: Go

    @Kueken531: Go

    Thanks for the replies. I got it working with TheAlmaity's suggestion. It reminded me of something Onetwo said in one of his tutorials, "Order matters"... and I feel a little dim for not considering it. And yeah, of course I had to move the camera actions to the same trigger as well... live and hopefully learn I suppose. Thanks again.

    Posted in: Triggers
  • 0

    posted a message on Setting a variable to last created unit.

    @VindicatorDX: Go

    It's a good thought but I intend to have weapon upgrade/changes with my heros. Thanks for the reply.

    Posted in: Triggers
  • 0

    posted a message on Setting a variable to last created unit.

    I just finished Onetwo's tutorial on Diablo style controls. It all works as advertised but I did run into one problem when trying to marry that tutorial with a simple hero selection dialog. Here is my Hero Selection trigger:

    ChooseHero
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            Or
                Conditions
                    (Used dialog item) == ChooseHero1
                    (Used dialog item) == ChooseHero2
                    (Used dialog item) == ChooseHero3
        Actions
            Dialog - Hide HeroDialog for (Player group((Triggering player)))
            General - Switch (Actions) depending on (Used dialog item)
                Cases
                    General - If (ChooseHero1)
                        Actions
                            Unit - Create 1 Zealot (Prisoner) for player (Triggering player) at Start Local facing 270.0 degrees (No Options)
                    General - If (ChooseHero2)
                        Actions
                            Unit - Create 1 Stalker for player (Triggering player) at Start Local facing 270.0 degrees (No Options)
                    General - If (ChooseHero3)
                        Actions
                            Unit - Create 1 Karass for player (Triggering player) at Start Local facing 270.0 degrees (No Options)
                Default

    And then here is the map initialization trigger:

    Initialization
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            UI - Disable mouse drag selection for (All players)
            Player - Make all players in (Active Players) treat each other as Ally
            Variable - Set Heros[1] = (Value)
            Variable - Set Heros[2] = (Value)
            Variable - Set Heros[3] = (Value)
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Controller of player (Picked player)) == User
                        Then
                            Camera - Pan the camera for player (Picked player) to (Position of Heros[(Picked player)]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                            Camera - Follow for player (Picked player) (Unit group(Heros[(Picked player)])) with the camera and Clear Current Target
                            Camera - Lock camera input for player (Picked player)
                            Variable - Set Player Spell Info[(Picked player)].Right Mouse Spell = Zeratul - Blink
                            Variable - Set Player Spell Info[(Picked player)].Right Mouse Spell Requires Target = False
                            Variable - Set Player Spell Info[(Picked player)].Right Mouse Spell Requires Ground = True
                            Variable - Set Player Spell Info[(Picked player)].Right Mouse Spell Cooldown = 0.5
                            UI - Display "Blink set to right mouse. " for (Player group((Picked player))) to Subtitle area
                        Else

    Now, the Variable - Set Heros[1] = (Value) works when a unit (matching the value) is already on the map when I test it. But when I try to incorporate the created zealot from my hero selection trigger it doesn't seem to work. My first thought was to replace value with "last created unit" but that doesn't work. I have tried many other options but I haven't been able to solve this and I am pulling my hair our over it because it seems like it should be a very simple solution. I am still relatively new to the editor so it wouldn't surprise me if what I am looking for is right under my nose. Any immediate thoughts on what my problem would be? How can set up the variable to equal my selected/last created units?

    If I need to give more information just let me know.

    -Muse

    Posted in: Triggers
  • 0

    posted a message on Removing the red haze from the Char texture set.

    Is there anyway to remove the environmental red haze that comes with the char textures?

    Update: Never mind. The fix was right under my nose. I just wasn't seeing it.

    Posted in: Data
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    @hobbidude: Go

    Thanks for your replies. I finally found a trigger that works for what I am wanting.

    Posted in: Triggers
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    @hobbidude: Go

    Thanks for the reply.

    Ok, you'll have to forgive me if these have obvious answer but I have a couple of questions.

    First, wouldn't rally just make the units run to a random point in the region from the structure rather than immediately spawn in the specified region?

    And second, when you say "add condition to specify actual building as desired" do you mean to specify the structure that the units will be trained in? I thought that is what you might mean by that but couldn't figure it out. What would that condition look like?

    Posted in: Triggers
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    @SouLCarveRR: Go

    The link doesn't seem to work.

    Posted in: Triggers
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    Ok, scratch the trigger I wrote out above. Could someone suggest a trigger that they know would work to give the effect I am looking for?

    When a unit is created at a factory it spawns a random point in a specified region and changes ownership to player 15 rather than defaulting to spawning right outside the factory.

    Posted in: Triggers
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    @SouLCarveRR: Go

    Hey, thanks. Really appreciate the help. I am having trouble finding "source of trained unit's unit type". I did word searches with no luck. Could you tell me where that is exactly?

    Posted in: Triggers
  • 0

    posted a message on Train Unit in Factory - Spawn unit in Region

    As the title says. The concept I am going for is to have Zerg purchased through an infested factory owned by a Terran player and rather than have them default and spawn next to the factory, I'd like them to spawn at a random point in a specified region when training progress is complete and change ownership to player 15 upon doing so.

    So far I have figured out a trigger for spawning the units in the region when they complete training, however, where I seem to be stuck is figuring out how to specify that the factory is the only structure that spawns to the region since players will have other structures that operate in the normal fashion. I imagine this is a fairly simple solution but I just can't seem to figure out what is, undoubtedly, right under my nose.

    Here is what I have so far.

    Events

    - Unit - (Triggering unit) training progress is Complete

    Conditions

    - (Owner of (Triggering unit)) == 1

    Actions

    - Unit - Move (Triggering unit) instantly to (Random point in Region 1) (No Blend)

    - Unit - Change ownership of (Triggering unit) to player 15 and Change color

    As always, any help would be greatly appreciated.

    -muse

    Posted in: Triggers
  • 0

    posted a message on Beginner Difficulty - Tutorial WoW style hunter pet system

    @BrotherZazef: Go

    I was looking for exactly what you are discussing here but instructions are hard to follow... or perhaps I am just not understanding. This is the first time I am attempting custom effects so, sorry if this is obvious.

    I started a new effect. I named it and defined its type but you lost me after that. I don't see the option to link any of your next steps to the effect. I see I can copy values from another effect and modify them but that doesn't really help me in your tutorial. How do you link the ability, the effect, the target, the unit, etc... to the custom effect (pet leashed)?

    Posted in: Tutorials
  • 0

    posted a message on End Game Trigger - Continue game animations after the end game menu pops up

    @MoDTassadar: Go

    Well, that is what I thought. But it's not happening that way for me. When the end game screen pops up everything stops in the game. I don't think it's a glitch. Perhaps I have done something without realizing it.

    Posted in: Triggers
  • To post a comment, please or register a new account.