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    posted a message on Turret rotating problem.

    Hey all,

    Just a quick question, should be easy for you guys :P

    I duplicated a Siege Breaker with everything required, models, actor, turrets, effects etc etc.

    In game it looks fine, it moves it shoots everything works as it should except 1 thing. When it shoots it doesn't turn its turret to shoot, even if the target is behind him. I know I am missing something simple but I have never duplicated a tank before so I have never seen how to fix this :).

    Thanks in advance!

    Posted in: Data
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    posted a message on Replacing Black Mask once discovered.

    Sorry for the necro but I wanted something on the same topic and figured it would be easier to post here.

    I have set black mask on for my "Unexplored Areas" but I would like the areas that have been explored to stay explored when there is not a unit there. Right now the grey takes over when there is nothing in the recently explored area, but I would like the grey to not appear.

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Command cards bugged?

    Hey,

    I am trying to sort out the command card so you scroll up and down command cards for the buildings. Start on 1 then go up to 2. then on 2 you can go up or down to 1 or 3 respectively. Now I started by deleting everything and starting over. Sub menu 2 on card 1 works. On card 2, going up works, but going down doesn't. On card 3 going up and down both works. The number of the sub menu disappears on the button when I click OK, but only on 1 of them. Ontop of this, when I save and open, all of my old buttons that I was using before reappear for no reason. I have 4 blank command cards with up and down buttons and click ok, next time I open it up there will be 20-30 old buttons that I deleted.

    This is a layout of what I want, but it won't let me save it. I know it works because command card 3 is fine and both buttons work.

    Card 1 - 1 Button. Go to command card 2 (Up) Card 2 - 2 Buttons. Go to command card 1 (Down) Go to command card 3 (Up) etc.

    Very simple, but it seems to remove the card number on the same button every time.

    EDIT: I uploaded 2 pictures. The first is the command card in the editor, I save it then go ingame. The cards completely change.

    Posted in: Data
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    posted a message on Energy Current on unknown units.

    Hey,

    Sorry for the vague Title I didn't know how else to word it.

    Basically I want some buildings to limit the total amount of minerals the player can hold. The idea is they build more of them if they want to hold more minerals. I am trying out having Energy on these buildings and the energy will build up (Instead of minerals) with the limit being on the unit already. I can count the Energy a buildings has but I'm not sure how to count every building they have and create a total from that.

    Lets say there are 2 buildings. 1 gives 1000 more limit, the other gives 2000. If the player builds 2 building 1's but 3 building 2's I know the limit is going to be 8000 but how do I get the game to do that. How do I count the amount of each the player has and count the Total maximum and the Total current.

    Also if there is an easier way to do this please tell me. I want it to seem easy to understand and easily visible, I know Command and conquer did something similar which felt nice.

    Is there a way to split the resources equally to the buildings "energy". So you have 5 buildings that hold 2000 and you have 5000 resources, they each have 1000/2000 personal maximum and 5000/10000 overall maximum.

    I know how to do it in my head but not with Triggers. If I knew how to count the number of Building 1's on the screen and the number of Building 2's and add them together then divide that by the total they hold then give each of them the result - the total would be the same and it would be equally split. Just don't know the command to do that in the Editor.

    Sorry for the really strange idea too, if anyone can give me a hand that would be absolutely fantastic. Thanks in advance. V

    EDIT - Just to add I know how to do it with triggers and minerals. But I would prefer to do it with energy as the player can see how much each building is holding (So if they sell that building they lose the energy/minerals it is holding). It seems odd having Energy as minerals but they just fit perfectly into how I want it to work.

    Posted in: Triggers
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    posted a message on Harvester hold amount.

    @Nardival: Go

    Thanks for the idea :) I'll take a look and give it a go.

    Posted in: Data
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    posted a message on Harvester hold amount.

    Thanks for trying :) even if its hard to do I like to give it a go. Its kinda boring making a map when you already know how, I like to challenge myself and try to complete something (with or without help ofcorse).

    I'm not so beginner anymore but I still have loads to learn. Is it possible to do it ignoring the Carry resource thing, and give the unit a count or something. When the count reaches 700 it heads back.

    It sounds like it would have to be a very custom method without tweaking the current gather system. Like you said the current is very binary.

    Posted in: Data
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    posted a message on Harvester hold amount.

    Hey,

    I am trying to make harvesters be worth more so you don't have loads of harvesters you only have a few. The idea is to have loads of Mineral deposits that hold say, 300, but the harvester holds more like 700. So when it has depleted 1 it goes to the next to fill up.

    Right now I can get it so the harvester can harvest say 500. But if I have loads with max of 300 it will mine until depleted then go to drop it off (Only 300). Is there a way to set the amount the unit can carry. There is a stack behaviour on the minerals but it doesn't effect anything and I'm stuck as to how to do it :(. I would like the unit to hold 500, but mine lots of them to pick it up.

    Is there also a way to take time to drop off the minerals? I have found the delay for the drop off but that just means the harvester stands still when it is finished then starts going back after the delay. Is there a Data point for the speed it drops off the resources?

    Thanks in advance. V

    Posted in: Data
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    posted a message on Build without having a unit selected.

    Hey,

    As the title says. I would like to be able to have the build buttons viewable without having to have a unit selected. On my map you will see all of the units you can build in one place and you won't need to build them from the building itself.

    The units themselves are not going to have any buttons that you would need to see to use so you would not need to see their command cards. I would like it to be entirely buildings on the bottom right.

    For example. You have all of the buildings and units visible but they each require something before. You build a command center, so you can now build the barracks for example. You build the barracks. Now you can build marines.

    I know this is possible by just putting the build on the Command center. but then you would need to select the command center every time you wanted to build. it would be easier to just have the units and buildings in a separate buildings but I would prefer it this way.

    Thanks :)

    Posted in: Miscellaneous Development
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    posted a message on [Data] Recursive Chain Lightning (Medium Difficulty)

    Nah I'm lost. If I get it to fire Set it chains many units but stops after 2 shots (Probably because it skips the reset).

    If I set it to Start first, which runs Reset then Set, it only chains once but carries on shooting. I don't understand how adding Reset can stop it from shooting multiple targets.

    Maybe I should start over.

    I wanted to make a tower which I think would use almost the same effects and such. I want the tower to hit a target, and then spread and hit 6 targets (with 1 jump). Like the prism tanks in RedAlert2. It hits 1 target then splits off of that target and hits everything around it too.

    EDIT: The damage also does not change anything on mine. If I set the damage to 1 it kills them instantly.

    Really not sure whats going on

    Posted in: Tutorials
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    posted a message on Timer Window

    @b0ne123: Go

    Yea I fixed it and posted it below. I used a guide to start with and the creator of the guide did not link the Variable to the Timer Window but created it anyway. I should have noticed it but I'm kinda new to map making so its just trial and error (Including hair loss).

    Posted in: Triggers
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    posted a message on Timer Window

    Hey all,

    Just a small question, are timer windows working correctly?

    I have a timer window on mine. I have a timer variable and a timer window variable. I set the timer to the time variable. Then I set the timer window the the timer variable. The timer shows and works perfectly by itself.

    Now, if I want to create a new timer, for example a new wave of adds, nothing happens. I have tried multipul things to "talk" to the timer window but none of them work.

    For example: Changing the title of the timer window does not work (Using "Last created timer window" AND the variable) Trying to destroy the timer window does not work (Also with both options above) Trying to hide the timer window does nothing.

    Creating a new window works fine, I can have 2 timer windows with 2 different names, but I can't edit the name of the first timer window, and I can't destroy it to only show the new timer window with the new name.

    I just want a timer window to go "Wave 1 in XXX" "Wave 2 in XXX" "Wave 3 in XXX"

    Its almost like I can't talk to the timer window, only the time variable that the timer window displays, which is very frustrating.

    Anyone have any ideas? Thanks V

    EDIT: I can only destroy the timer window if it is in the same event and I use "Last created timer window" I can't call the name of the window and destroy it and I can't use "Last created" outside of the event it was created.

    Fixed (I think): I created the Timer window using the Timer variable but I did not link the timer window to a timer window variable so I could call it. So was using the commands to "Destroy Timer Window" but timer window was not set to anything.

    • self slap*
    Posted in: Triggers
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    posted a message on Leaderboard bug?
    Quote from Forge_User_54112644: Go

    @Virgz: Go

    You have done nothing wrong, Blizzard introduced some minor bug with their leaderboard system. I suggest searching for custom leaderboard libraries or writing your own leaderboard triggers so that you are not reliant on Blizzard's.

    If you don't supply your own avatar, the forum chooses a random silhouette of an animal!

    Thanks for the heads up :) I can wait until they fix it, its nothing major. Just wanted to know if I should pull out some hairs trying to fix it or ignore it.

    A mod can delete this thread if he/she wants :)

    Thanks one again.

    Posted in: General Chat
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    posted a message on Leaderboard bug?

    Hey there,

    I have a leaderboard with a name on my map, the name displays above the board itself with a border around it as normal.

    Since the last patch the border is gone from the leaderboard name, the text works fine it shows the text with the boarder line at the top of the text. The line is there as if the boarder is being shown but is not properly going around the text.

    I haven't touched much with my triggers so I'm not sure if I messed something up (I looked and I couldn't find anything).

    I was wondering if this is a new bug or have I done something wrong?

    Thanks.

    PS I have no idea why my avatar is a horse......... -.-

    Posted in: General Chat
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    posted a message on TD Help Needed - No Path but buildable?

    @XDretsamtovip: Go

    Yea sorry I didn't mean to sound bitchy. Its just a frustrating problem :) thanks for the help anyway, but its not quite what I was looking for.

    Posted in: Miscellaneous Development
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    posted a message on TD Help Needed - No Path but buildable?

    @ XDretsamtovip: I am not sure you understand what I meant. The spawn is fine, I have made them spawn every 0.5 seconds so they don't group up as much. But they still push each other off of the path then not continuing to follow.

    @RileyStarcraft: Go

    Thats nice thanks :) Any ideas on being able to block pathing but still buildable? :) If that is doable then it fixes my problems :P

    Posted in: Miscellaneous Development
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