| 12-10-2003, 08:22 AM | #316 |
I will add a second trigger of that sort. If I change the existing one, it causes problems with existing maps. |
| 12-10-2003, 11:17 AM | #317 |
too bad that the ScriptName tag doesn't work with functions returning something |
| 12-10-2003, 04:42 PM | #318 |
Also, I think you forgot to include timer comparisons, timer window comparisons, destroy timer, and all that jazz heh. Its not extremely useful, but yeah it can be added :) |
| 12-10-2003, 07:41 PM | #319 |
Thanks PitzerMike for reminding me of that *** limitation. So it won't be changed, as this causes problems with existing map files. @Sage the Mage: I won't add a lot of crap. I will only add triggers that are useful. |
| 12-11-2003, 12:22 PM | #320 |
UMSWE have support for mid files ?? |
| 12-11-2003, 07:57 PM | #321 |
No, and It won't. |
| 12-15-2003, 06:01 PM | #322 |
Maybe its just the version I'm using, but did you miss the specific unit event - Unit Spawns a Summoned Unit? |
| 01-01-2004, 03:25 AM | #323 |
Im not sure if you guys add this to the world editor, i havent check. But it would be awsome to be able to have 2 same skill on 1 character. Because some times i make 2 different spells from 1, like for example, when i make my diablo map, i make each character have 3 spell book ability, which have 12 spell inside each spell book ability, like sorceress, 1 spell book on light, 1 on fire and 1 on ice. but the world editor use to just stack 3 spell together and you can only have 1 spell left in the game.... (sry for my bad grammer >< still in esl...) |
| 01-01-2004, 08:04 AM | #324 |
Blizzard added that functionallity in the latest patch :D |
| 01-02-2004, 04:24 AM | #325 |
Dunno if this was posted already or not.. but for all thats good and holy pllleeeasee make unlimited doodads possible =) |
| 01-06-2004, 01:59 PM | #326 |
-Add a preset for the "summoned unit" buff to the add expiration timer trigger action -Add the gui version of FirstOfGroup() -Add refferences to these icons: ReplaceableTextures\CommandButtons\BtnClusterRockets.blp ReplaceableTextures\CommandButtons\BtnEngineeringUpgrade.blp ReplaceableTextures\CommandButtons\BtnHealingSpray.blp ReplaceableTextures\CommandButtons\BtnTransmute.blp ReplaceableTextures\CommandButtons\BtnChemicalRage.blp ReplaceableTextures\CommandButtons\BtnAcidbomb.blp ReplaceableTextures\CommandButtons\BtnElunesBlessing.blp |
| 01-06-2004, 07:13 PM | #327 |
1) Thanks for the input. 2) Thanks for using this thread for suggestions (there are some people that don't use it). 3) Can you explain this more exactly: "Add a preset for the "summoned unit" buff to the add expiration timer trigger action" |
| 01-06-2004, 07:18 PM | #328 |
There is a trigger action called Add expiration timer to (unit) , you can choose there betwen some values like Water Elemental, Generic, and other stuff I forgot, just found that you can also use the Summoned Unit Buff id for that action (So it shows "Summoned Unit" on the expiration timer , really better than "Timed life") |
| 01-10-2004, 07:40 AM | #329 |
Can u add more triggers related to units ? It would be really great to have all the Object Editor Units variables directly using triggers. For example: Set Unit Armor Type = Set Unit Combat Attack 1 Range = Set Unit Combat Attack 1 Type = Set Unit Movement Type = Set Unit Art Icon = and so on. I don't know if somebody else asked for these... I apologise if i double post about these, but it would greatelly improve the way we use triggers. For example, if i want to make an unit to become a flying unit.. i have to use another unit with Flying stats... It would be easier to set directly in triggers that unit movement type is Fly.. and the height is... and so on :) Thank you, and keep up the good work. |
| 01-10-2004, 08:11 AM | #330 |
I don't think most if not any of that is possible through triggers :-/ |
