Recent content by Cookie!

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    Removing computer players from the joining screen.

    I thought about using the neutral player slots to do this, but the trigger editor tells me that neutral player slots cannot share vision with allies. Is there any way I can work around this limitation, short of creating dummy units over the heads of all neutrals? Also, will I run into any other...
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    Removing computer players from the joining screen.

    That's what I've done, as of now. However, this simply greys out players 1 and 7, it does not hide them.
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    Removing computer players from the joining screen.

    I'm in the process of making a map in which two players (Player 1 Red, and Player 7 Green) will permanently be controlled by the computer. I'd like to hide these two teams in the starting screen (the one where players can select their team and race and so on). Is this easily achievable, and, if...
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    Need help detecting units that enter a waygate.

    Doesn't this approach mean that when a unit that belongs to you walks across this region, your camera automatically pans to it, regardless of whether or not the unit was recently teleported? I'd like to avoid such a scenario, if possible.
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    Need help detecting units that enter a waygate.

    I have a bunch of waygates on my map, and they teleport units between themselves. What I'd like to do would be to pan the camera for the owner of the teleported units from one waygate, over to the other one, so that the teleported units are still centered in the player's screen. Is there any...
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    Teleport trigger trouble.

    After a bit of testing, I've come to the conclusion that jackall is right, it is the shadowing that is messing the trigger up. I implemented a check right after the wait to find out if temp_Unit is alive, and apparently, it wasn't. :nuts: Anyhow, I designed something along the lines of what...
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    Teleport trigger trouble.

    No longer possible? I'm afraid you lost me there. I need the variable to be local, as several players could be teleporting at once. If that line is removed, the trigger loses MPI functionality, right?
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    Teleport trigger trouble.

    Here's a map illustrating what I'm trying to say:
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    Teleport trigger trouble.

    I'm making an RPG style map, where heroes can be teleported back to base. This is achieved by giving the base building a "Summon Hero" spell. The way it's supposed to work is this: 1) Player clicks on Summon Hero spell in base building. 2) Glowy SFX appears around hero, 5 second wait. 3) If...
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    "Unit - Replace" woes.

    I've tried fiddling around with the collision sizes, but it doesn't seem to help. I have had success with setting the gold mine's pathing to NONE, and using pathing blockers to prevent units from walking through. It works, but it feels rather inelegant.
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    "Unit - Replace" woes.

    I'm making a map in which gold mines can be captured; that is, you walk up to it, and buy a dummy item from it. This is detected through triggers, and the mine is replaced by a "Captured Mine" unit, which then generates a steady income. My problem is that when the buying unit stands too close...
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    Modifying a unit's base armor

    Ah! I see now. I've spent the past week looking for a similar field, but under the Upgrades tab :P. Thanks a bunch to you guys :D. +rep :thup:.
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    Modifying a unit's base armor

    Could you please elaborate :confused:? I've used upgrades in the past for modifying base damage, but, for some reason, armor upgrades don't actually add any armor :mad: (they do increment the little number on the infocard, though). If it's any help, the unit in question is a Hero.
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    How to detect a duration of Stats gain skills?

    I do apologize if I sounded a bit impolite... Of course, it's not a contest :P.
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    Modifying a unit's base armor

    How exactly do I go about modifying the armor a unit has, in game, via triggers? Just to be clear, I want to modify the unit's base armor, meaning, if I add 5 to the unit's armor, I don't want to see "<Base Armor> +5", I want the base armor itself to increase. I tried using EGUI, but, for...
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