1) No I don't have his consent, but I'm not remaking Legion TD only using the concept(none of the original unit stats or terrain), and I started the project as a way to learn the editor, not to be the next big map, so I'll probably continue to work on it till it is finished giving credit of the...
I'm not extremely far far along and I'm not making an exact Legion TD map, but I am using the idea of the game, my terrain is a little different, though I might change it to the original if I think it affects the balance any. Also I six playable teams in development, (2 terrain,2 zerg,2protoss)...
If you want to upload it I will take a look at it when I get time, that being said I'll be away from my computer most the weekend so it might be 2 or 3 days till I get back to you.
You'll need to disable the buildings weapon(if you give it one) when you hide it or they will still attack. Kinda funny to have molotovs come from nowhereXD
If I was at home I would look into it, but setting the size of how many intercepters the carrier can hold is most likely a requirement, which doesn't show a link on the unit itself, but if you look in the requirements and search either interceptor or carrier it will probably have something.
I...
Hmm One suggestion one I'm not sure if thats the problem as the check spawn will not happen after the spawn has gone through, until the 10 larva that were created are killed.
Also the flag variable is to keep from calling on the show unit unless the spawn trigger has ran. Once spawn runs flag...
Well there is a way to toggle off the bounty, you have to give the unit a behavior that disables the Flag "Kill Credit"(or it might be possible to get a behavior to change the bounty itself, both of these are untested, but I know you can disable flags with behaviors) to get the behavior on the...
I've got a couple of trigger design to hide a particular building and spawn a unit for that building, then after a condition is met the building is to reappear and the unit is to be removed. The triggers I have work fine when they first run, but on the second time around they don't hide the...
You might want to explain your project a little more, though I have my own project right now, I'm not sure as I would volunteer for some mysterious project without getting details first.
I think I just had a V8 moment....How did I forget about data tables:banghead: lol now I feel dumb, I definately made this a little harder than it needed to be when doing my triggers, though I did almost have them fully working if that counts -.-..
When you say the main trigger I assume you are refering to making the building units and then making the units uncommandable. As for that its alot harder than what it looks, I've been working on a map that copies the idea of Legion TD, but has different terrain and making my own custom races...
Eh I really hate to volunteer cause I don't think I'm good enough, but if you need someone to create builders archer towers and the mix(not advanced towers with abilities) then I can until you find someone better shouldn't be hard, but then again I've seen this thread before
I wasn't a huge fan of LoL, granted I never tried enough to make it to high elo cause i got bored of it easily. When I first started playing I was hoping it would be like DotA, but from when I played it basically got the very basic idea of DotA and then made it cartoonish.
Yes I thought of that, but I wanted to have upgrades, like terran infantry upgrade. Even if upgrades stay the same on a unit, if that unit dies I need to create a unit to replace him at the end of the round. This leads into counting how many towers, tower locations, tower type, owner of tower...
I buildings/unit that I built to stop a creep wave(td style), but when the wave spawns I want to give these units/buidlings a movement speed boost, because I want to set their speed extremely low so the can't really move (like .01 ms) and then when the wave spawns I want to boost them up to...
Well there is a way to place seperate cameras on the terrain and edit their properties there, but to get them to be view by the player you would have to use a trigger similar to this(though not exact no editor so function names might be messed up)
Ready...Set...Action!
Events
Unit- Unit...