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Set player controller/name + Adv. Question

01-12-2003, 03:05 PM#1
Guest
I posted the same thrad at battle.net, but it seems that here are much more ppl.

1: When I set player properties at scenario/player propoerties/player (hope it's the right path, have the german Version of the editor) to the desired Values, they are not used when I start the map in b.net. It only says "open", even at the player-positions defined as "Computer". Is there a hidden Trigger "Use defined Values" ? Didn't find one... . And I set all Values as others did in various other Mods. Editor V. 4652


2: Is there a way to set a pointer: UndeadLevel to an monster-Name array: UndeadMonsterName[UndeadLevel] in dependance of the a Monster died before?
I achieved to do so by naming the Monster like as the UndeadLevel and then do e.g. String ( MonsterName = 1)--> Integer (UndeadLevel). That works well, but name all Enemies to 1, 2, 3 and so on?? Not a good way....

But I didn't find a way with a "normal" Monster Name.
When I use for Example Peon and do String-->Integer (defined UndeadLevel=String to Integer (Peon <--- The unit name, taken from the assortment, not entered by hand!) ) it doesn't work in game (or I made a big mistake)
When I use Peon-1, there is no way I found to get the 1 out of the name, because there is no way to scan a string for something (not even a entered chat string).

Is there another way I can trie?

Thx, and sorry for the poor English
01-12-2003, 03:50 PM#2
Guest
Ok, I solved problem 1, it was at a absolute dumb place, this thing... Though, question2 is still unsolved.
01-12-2003, 07:32 PM#3
dataangel
In the unit editor go to the field that says "Level." This determines how much xp a hero gets for killing the unit. Now, if that doesn't matter to you, just put the number you want in there. Then do Monsters[Level of (Triggering Unit)] or Monsters[Level of Peon].

You can't store very high values in there though, so if you have alot of different unit types, store it in their flying height instead. If they're a ground unit changes in flying height don't matter at all, so just do Monsters[Real to Integer(Current Flying Height of Unit)]
01-13-2003, 03:50 PM#4
Guest
thx,
think I'll do it with flight hight (because of 40+ levels).
Though, there are some flying, but a if(hight > 400) then do (level= level - 400) will do it (set hight of Monster to 400+Level) :D