In the commands section you have to edit the button u want (so in this case the top one)
If you scroll all of the way to a bottom, there is a field titled info-unit. That is the field that determines which unit is warped in.
I hope that helped
1. The tutorial (see sentrywiz'z post above) should answer all of your questions
2. A region is an area of the map, which can be created through triggers or preplaced on the map. They are for use in triggers.
This is for triggers like If you want something to happen to a unit but only when...
BUMP
comeon guys I need some opinions. I don't need help figuring out how to do this or anything, I just want people's opinions on which way will be best.
No that is wrong. There is no triggering unit mentioned in the trigger, so it won't work right
if you did that, (which is unnecessary but fine) you would need to use this condition instead
(Number of units in (Units in (Region 000) owned by Player 1 (Red))) Greater than or equal to 1
Your second and third triggers should work fine, but there are some problems with your other 2
Your condition is messed up. It says "if the trigger Rollunlock is the same trigger as the trigger unlock door1 on, then and only then will this trigger run"
Well obviously those 2 triggers are...
Well actually you said so in your first post. But anyway, if you want me to make an example of how you could do that, just ask.
And just some advice: you should start with something simple, play around with the object editor and trigger editor so you can get used to it before you try anything...
If this is the only trigger you have, then there is clearly a problem. This is what you need to do
create a variable of type integer and name it whatever you want
then your trigger should be this:
RollurDie
Events
Player - Player 1 (Red) types a chat message containing...
I don't think you understand.
Each class will be a SEPARATE UNIT, and if you can change, you switch which unit you have. If there are subclasses, they will also each be a separate unit.
Subclasses would be linear, its not like
class: archer
Subclasses: fire archer, ice archer, and electric...
I think a good way to do this is to have 2 separate heros and hide one and unhide the other everytime an ability (based on channel) is cast.
the triggering would be something like this
start
Events
Map initialization
Conditions
Actions
Unit - Hide Your Range...
a. It would be a 6 player game if I used one of the multiplayer ideas
b. that is overcomplicated and unnecessary, My method works fine
c. you are forgetting that it is completely controlled by the keyboard, no mouse, no giving the unit abilities
If I did class changing, it would be like
you send your unit up to a weapons rack
a dialog box apears, saying:
Weapons Rack
weapon 1
Weapon 2
Weapon 3
cancel
or something.
If you chose one of the weapons, you become the class that uses that particular weapon
You should change class for its advantages over other classes, and also because i will probably add in class specific puzzles.
(some examples: you need to hit a switch across an unpathable area, but only one class has enough range to hit it.
you need to hit all of some levers in a row with a...
I was already going to give each class an advantage.
However, I'm not sure if you completely understand.
The different heros will not be dueling, nor will the enemies you face be considered members of any of the 6 classes. I want each class to have a unique weapon and some form of special...
Well I mean that if that is what I did, it would not be multiplayer.
I personally think that having it be mulitplayer adds some appeal that you can play with others.
I wanted to make a map that was kind of like an rpg.
It would have 6 different possible classes, and it would be entirely controlled by the keyboard.
There are several different ways I could see how to make this map, but I am not sure which is best.
One of the things that I wanted to do...
Well I think part of the problem is pretty obvious. .1 seconds is way too small of an interval. You have not one but 2 triggers running every tenth of a second. You also should consider that it has to run the death sequence for every single peasant. If that doesn't make a computer lag i dont...
Here is another way you could do it:
You still need to make a dummy ability.
Just give it the desired number of levels and make sure it has no effects
Adding counters
Events
Unit - A unit Dies
Conditions
(Level of Your Ability for (Killing unit)) Greater than...
This is what u need to do for the action
1. use the set variable action
2. set the variable to your "income Variable"
3. set the array number to player number of owner of triggering unit
4. set what the variable equals to arithmetic(it is one of the first choices for the formula...