If you're not using CustomUnitValues, you can do what Ghostwind says and instead of turning off the trigger, you can set a value on the unit, and have an exit condition: CustomUnitValue == whatever you set it to. Just be sure to clear the CUV when you're done.
Sorry about that. I forgot the links would break when a new version came out.
The correct link is up on the Base Invaders webpage. Be sure to root for us in the Independent Games Festival competition at the Game Developers Conference in San Francisco next week!
I've been getting a lot of requests for one of my maps to be converted into other languages, including Korean and Russian. I tried putting russian characters into World Editor and they came out (not surprisingly) as '?'.
Is there a way to get foreign characters into World Editor? or is...
Its late, but lemme take a crack at it. No promises.
function CT takes integer i returns string
local string s = I2S(i)
if i < 10
set s = "0"+s
endif
return s
endfunction
local integer i = 7
set udg_myvar = CT(i)
You cannot have nested functions.
I think that answers...
I have the Proper Hero Names and # just as you showed. What happens is this:
Pick a hero, his name is Skippy
He evolves, and is completely replaced as a unit, and is called Sammy.
He dies, and revives as Sammy.
He evolves, is replaced, and is now Skippy II.
He dies, revives as Skippy II...
I dont know if I follow you. I set my own Proper Hero Names in the unit editor, but even with a half dozen, every time the unit dies, it gets a new name, so II, III, IV, etc show up regularly.
Breaking rods, like Selling rods, is a bad idea. It can wind up putting the user in a position where he is unable to purchase a new rod, and is therefore out of the game. Thats a big No Fun.
Adding a 5% chance to break down for 2 secs on the Yacht probably wouldnt keep people from buying...
Yeah. Every life iteration goes:
Skippy -> Sammy -> Skippy II -> Sammy II -> Skippy III
It sucks.
The new hero cant have all the learnable abilities of the old. There simply isnt enough room for 8 learnable abilities.
This would fix my analogous situation perfectly. Unfortunately, the...
Thats what I'm currently using, but that causes some cosmetic problems that morphing avoids. The unit gets a new name, and if a name is repeated, then it gets a II after it. Suddenly "Skippy" gets renamed to "Sammy" or at best "Skippy II." Also if it was part of a Unit Group or CTRL+# hotkey...
Metamorphasis from one Hero type to another replaces the unit, stats, and active skills, and thats great. But what it doesnt do is replace what the unit can learn with his Skill Points.
To illustrate, I have a hero "Caterpillar" who has the Hero Skill (ie: learnable) "Eat Leaf" and Normal...
What good would building your own rod or boat do? Eventually, everyone who ever plays would be making the exact same rod or boat anyway, whatever was deemed as "best." While a fun-sounding idea, I think it would play out in much the same way bait does; people do without until they can afford...