Yeah, sorry, I really don't understand what you're saying. I'm an idiot when it comes to the triggers. I don't really know how to submit my map either... >.< I'll try to figure out what you said. I kinda understand the main idea, but I don't know what you mean by a struct in pure galaxy and the others that are similar to that. Or what an array is... >.< Thanks for the help though!
Edit: I actually attached the map...I hope that's what you meant by upload.
Hi, I'm making a tower defense map using OneTwo's td tutorial. In the tutorial, it spawns waves with a timer. It determines which wave to spawn with a variable. However, it will only spawn one wave at a time.
For instance, if I have two options for a zergling and roach to spawn on wave one, then only the zergling will spawn. I have no idea how I'd go about having both spawn at the same time. I assume it has something to do with triggers which I'm mostly braindead about. Any help will be appreciated! If you need more clarification, just let me know.
Hi, so basically I have a 4 player tower defense. All four players go against the AI and you attempt to beat all the waves. This is my first map, and I'm almost done with it. However, I can't seem to make a trigger that stops spawning waves after the last wave.
For example, as of now, I'm using a timer to end the game. When the boss at wave 30 spawns, he'll go through the course and hit the exit like normal. But, how do I make it so it stops after the one spawn? If the game goes beyond the time it takes for the boss to reach the end. The boss will simply spawn again. I know there has to be a way to make it that once the boss spawns, make it never spawn again.
That also bring me to the second question, how exactly would I use a trigger to end the game? I tried to make it so once the boss reaches the end, the game would end in victory. The issue is that since it's a four player map, only one boss must reach the end. Is there a way to make the game end only after the bosses have died or they have made it to the end of the map?
Hi, so I'm having an issue with spawning. I looked on these forums and didn't really find exactly what I'm looking for. I'm also relatively bad at trying to do these things first time and I'm working on my first map.
Anyway, I'm making a tower defense and I want to make a boss wave. The issue is I want this boss to spawn units as it moves. So, for example, a Queen that as it walks can spawn custom zerg units or hydras, roaches, etc. I know I could do this easily if I had control of the unit, but seeing that it is a boss wave, I really have no control to spawn the units on my own. I did a quick google search and found a page explaining how to make units spawn from a building. Would I be able to modify that trigger in order to achieve what I want? That would probably be a better question for the Trigger forum, but might as well ask here.
If you need anymore info as to what I'm trying to explain, just let me know, Thanks in advance!
Hi, I am currently working on a Tower Defense map and ran into a issues that I couldn't solve, but the wonderful people here were able to help me with no issue at all, and for that, I thank you.
However, I seem to have ran into a few more issues. The major one is trying to create a Damage over Time effect. I have the effect working and dealing damage. I made with using an effect and a behavior. However, when I apply it to my unit's weapon, it doesn't show an animation for the attack. For instance, I'm having a roach apply the DoT. Originally, the roach was attacking with it's normal acid attack. However, I changed the weapon effect to have it apply the DoT, and the acid stopped being thrown and it's not just applying the DoT. I don't really have any idea on how to make it launch the acid still.
The second issue I have is slightly minor compared to the DoT. I have towers being upgraded perfectly fine. However, I want to try and change the colors or scale of the units that are upgraded. Like, originally it's a dark templar, and when it is upgraded, I'd like to have it be slightly larger or change colors. When I try to do it in Events+ and using a Actor Creation action, it doesn't change anything.
Hi, I am making a Tower Defense map and it is my first map ever created using the Galaxy Editor. I mostly have a question about how to share minerals. For instance, the map I'm working on is a 2v2 Tower Defense. I want it so when, let's say, player 1 kills a unit, and the unit is worth 4 minerals, then player one and player two gets two minerals a piece. I really have no idea how to do this as a trigger since that's not my strength really. So and and all help would be greatly appreciated.
You just solved the issue actually. It all happened because of the ProtossBuildingPowerUP and UnpoweredAnim. I checked after I removed those and it looks normal again. Thanks a ton. Just one last question. In the Events+ tab, I try to use the set tint action to recolor some units. Do the units actually become the color that is set? They seem to stay the same no matter which color I choose. I also chose ActorCreation for the MSG Type so would that affect how the units would be recolored?
Hi, I'm currently making a tower defense map and haven't ran into too many issues. I did find two somewhat annoying ones however.
The first: I made a few towers with the High Templar, Observer, and a few others. However, all of these units have darker than usual colors. Almost like it's a shadow version of the unit. I really don't want those colors and I have no clue how to change them. I should mention that I also tried using the Events+ field to do the change. It proved to do nothing and the color remained the darkened tint it was before.
Second: All towers I make are copies of a photon cannons, just modified. However, when I build them in game, it shows a shadow of the base of the photon cannon beneath each tower. I assume it would be an easy fix, but I don't know the field I'd have to change.
Third: I have an anti-block trigger working on this map. It works fine with some towers. However, there are a few, namely the ones listed in the first issue, don't activate the trigger and it effectively blocks the attacking units. About half of the towers activate the trigger properly and refunds the price. But there are a few that will just block the creeps out right.
Any and all help would be very much appreciative. This is my first map I've ever made in the editor and these are the major things I can't figure out.
0
@ImperialGood: Go
Awesome man! I'll try it out now. You have no idea how thankful I am for this! Thank you so much!
0
@ImperialGood: Go
Yeah, sorry, I really don't understand what you're saying. I'm an idiot when it comes to the triggers. I don't really know how to submit my map either... >.< I'll try to figure out what you said. I kinda understand the main idea, but I don't know what you mean by a struct in pure galaxy and the others that are similar to that. Or what an array is... >.< Thanks for the help though!
Edit: I actually attached the map...I hope that's what you meant by upload.
0
Hi, I'm making a tower defense map using OneTwo's td tutorial. In the tutorial, it spawns waves with a timer. It determines which wave to spawn with a variable. However, it will only spawn one wave at a time.
For instance, if I have two options for a zergling and roach to spawn on wave one, then only the zergling will spawn. I have no idea how I'd go about having both spawn at the same time. I assume it has something to do with triggers which I'm mostly braindead about. Any help will be appreciated! If you need more clarification, just let me know.
0
@tatatatate: Go
Ok, I did this and it works fine. However, the units don't seem to be moving from where they spawn. Would possibly know how to fix this issue?
0
Hi, so basically I have a 4 player tower defense. All four players go against the AI and you attempt to beat all the waves. This is my first map, and I'm almost done with it. However, I can't seem to make a trigger that stops spawning waves after the last wave.
For example, as of now, I'm using a timer to end the game. When the boss at wave 30 spawns, he'll go through the course and hit the exit like normal. But, how do I make it so it stops after the one spawn? If the game goes beyond the time it takes for the boss to reach the end. The boss will simply spawn again. I know there has to be a way to make it that once the boss spawns, make it never spawn again.
That also bring me to the second question, how exactly would I use a trigger to end the game? I tried to make it so once the boss reaches the end, the game would end in victory. The issue is that since it's a four player map, only one boss must reach the end. Is there a way to make the game end only after the bosses have died or they have made it to the end of the map?
Thanks in advance!
0
@tatatatate: Go
Oh wow. Thanks! I figured that'd be much much harder to do than just that! Again, thanks so much!
0
Hi, so I'm having an issue with spawning. I looked on these forums and didn't really find exactly what I'm looking for. I'm also relatively bad at trying to do these things first time and I'm working on my first map.
Anyway, I'm making a tower defense and I want to make a boss wave. The issue is I want this boss to spawn units as it moves. So, for example, a Queen that as it walks can spawn custom zerg units or hydras, roaches, etc. I know I could do this easily if I had control of the unit, but seeing that it is a boss wave, I really have no control to spawn the units on my own. I did a quick google search and found a page explaining how to make units spawn from a building. Would I be able to modify that trigger in order to achieve what I want? That would probably be a better question for the Trigger forum, but might as well ask here.
If you need anymore info as to what I'm trying to explain, just let me know, Thanks in advance!
0
Hi, I am currently working on a Tower Defense map and ran into a issues that I couldn't solve, but the wonderful people here were able to help me with no issue at all, and for that, I thank you.
However, I seem to have ran into a few more issues. The major one is trying to create a Damage over Time effect. I have the effect working and dealing damage. I made with using an effect and a behavior. However, when I apply it to my unit's weapon, it doesn't show an animation for the attack. For instance, I'm having a roach apply the DoT. Originally, the roach was attacking with it's normal acid attack. However, I changed the weapon effect to have it apply the DoT, and the acid stopped being thrown and it's not just applying the DoT. I don't really have any idea on how to make it launch the acid still.
The second issue I have is slightly minor compared to the DoT. I have towers being upgraded perfectly fine. However, I want to try and change the colors or scale of the units that are upgraded. Like, originally it's a dark templar, and when it is upgraded, I'd like to have it be slightly larger or change colors. When I try to do it in Events+ and using a Actor Creation action, it doesn't change anything.
So any and all help would be appreciated :D
0
Hi, I am making a Tower Defense map and it is my first map ever created using the Galaxy Editor. I mostly have a question about how to share minerals. For instance, the map I'm working on is a 2v2 Tower Defense. I want it so when, let's say, player 1 kills a unit, and the unit is worth 4 minerals, then player one and player two gets two minerals a piece. I really have no idea how to do this as a trigger since that's not my strength really. So and and all help would be greatly appreciated.
0
@Photoloss: Go
Thanks for all your help! The UnitBirth event works perfectly in changing the colors of the units. You've been a ton of help. Can't thank you enough!
0
@Photoloss: Go
You just solved the issue actually. It all happened because of the ProtossBuildingPowerUP and UnpoweredAnim. I checked after I removed those and it looks normal again. Thanks a ton. Just one last question. In the Events+ tab, I try to use the set tint action to recolor some units. Do the units actually become the color that is set? They seem to stay the same no matter which color I choose. I also chose ActorCreation for the MSG Type so would that affect how the units would be recolored?
Again, thanks so much for the help!
0
@Photoloss: Go
Thanks so much! I fixed the third issue by randomly trying stuff. You were entirely correct with the Splat actor.
As for the units, they are just tinted dark. They have the characteristic blue glows of normal protoss units.
0
Hi, I'm currently making a tower defense map and haven't ran into too many issues. I did find two somewhat annoying ones however.
The first: I made a few towers with the High Templar, Observer, and a few others. However, all of these units have darker than usual colors. Almost like it's a shadow version of the unit. I really don't want those colors and I have no clue how to change them. I should mention that I also tried using the Events+ field to do the change. It proved to do nothing and the color remained the darkened tint it was before.
Second: All towers I make are copies of a photon cannons, just modified. However, when I build them in game, it shows a shadow of the base of the photon cannon beneath each tower. I assume it would be an easy fix, but I don't know the field I'd have to change.
Third: I have an anti-block trigger working on this map. It works fine with some towers. However, there are a few, namely the ones listed in the first issue, don't activate the trigger and it effectively blocks the attacking units. About half of the towers activate the trigger properly and refunds the price. But there are a few that will just block the creeps out right.
Any and all help would be very much appreciative. This is my first map I've ever made in the editor and these are the major things I can't figure out.