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No, the heal is only partial, I know how to fully heal a unit, and there are items throughout the map that would heal the players unit fully, but I didn't think of the partial idea until you brought it up, and on the wavs, I figured out for the boss parts, but how can I get the other wavs to play ( a random one would be selected then play ) thats what I wanted to know, the boss wavs would only play at a boss battle, but the boss wavs would have to negate the other ones, ( I could probably figure that out, not too hard I just need to know how to randomize the other stuff ) and no, I do know what I'm doing and stuff, I'm just miss-wording what I want to know apparently, but thanks again!
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Write your own destiny, or else someone will write it for you!
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Ok, sry, there was a logical error in the wav-triggers: When the hero dies he brings 0 men to boss. That means the game would play one of the other 3 wavs. But except for that it would have excluded the wavs the way you wanted.
So I already told you not to center the locations 'P1', 'P2', etc. onto the hero when its not at the playing field, which means when the hero is dead, the location will stay where he died. That means you can make the check vice-versa: (That spares you to have 1 location per boss but you have to do the triggers for every player.) Comp Brings 1 boss unit to 'P1' / Hero died / DC is exactly 1 -> Play wav1 Comp Brings 1 boss unit to 'P2' / Hero died / DC is exactly 1 -> Play wav1 ... for all players Comp Brings 1 boss unit to 'P1' / Hero died / DC is at least 2 / at most 3 -> Play wav2 Comp Brings 1 boss unit to 'P2' / Hero died / DC is at least 2 / at most 3 -> Play wav2 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 1 -> PLay wav3 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 1 -> PLay wav3 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 2 -> PLay wav4 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 2 -> PLay wav4 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 3 -> PLay wav5 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 3 -> PLay wav5 ... for all players ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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So I already told you not to center the locations 'P1', 'P2', etc. onto the hero when its not at the playing field, which means when the hero is dead, the location will stay where he died. That means you can make the check vice-versa: (That spares you to have 1 location per boss but you have to do the triggers for every player.) Comp Brings 1 boss unit to 'P1' / Hero died / DC is exactly 1 -> Play wav1 Comp Brings 1 boss unit to 'P2' / Hero died / DC is exactly 1 -> Play wav1 ... for all players Comp Brings 1 boss unit to 'P1' / Hero died / DC is at least 2 / at most 3 -> Play wav2 Comp Brings 1 boss unit to 'P2' / Hero died / DC is at least 2 / at most 3 -> Play wav2 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 1 -> PLay wav3 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 1 -> PLay wav3 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 2 -> PLay wav4 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 2 -> PLay wav4 ... for all players Comp Brings 0 boss unit to 'P1' / Hero died / DC is exactly 3 -> PLay wav5 Comp Brings 0 boss unit to 'P2' / Hero died / DC is exactly 3 -> PLay wav5 ... for all players Ahh, I see now, thanks so much! ![]() ![]() ![]() ![]() ![]() ![]() |