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    posted a message on Waterworks [Multiplayer FPS-deathmatch map]

    Wow that's some awesome stuff.

    Have you gotten it to work online? If my own experience is anything to go by, I can't see how this map will be playable on B.net. (because of lag)

    Posted in: Project Workplace
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    posted a message on [Trigger Help] Getting Error I can't figure out.

    That was my first thought too, but the trigger wouldn't even be running if the value of (Owner of (Triggering Unit)) were outside the array, because of the conditions I set.

    Map's already uploaded actually, since this is the only major bug. http://www.sc2mapster.com/maps/templar-battles/

    Posted in: Miscellaneous Development
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    posted a message on Ephemeral Night's Templar Arena

    I just put up my first beta release of the 3rd-person hero arena I am working on.

    http://www.sc2mapster.com/maps/templar-battles/

    It has four different game modes and fully functional WASD movement with mouselook.

    Posted in: Project Workplace
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    posted a message on [Trigger Help] Getting Error I can't figure out.

    Alright well I am flummoxed. I've gone over this trigger again and again even rewriting it from scratch once and it just refuses to work.

    It produces this error:

    Quote:

    Parameter out of bounds in
    'sUnitCreate' (value: 16, min: 0, max: 15)
    Trigger Error in 'gt_Respawn_Func':
    e_arrayIndexUnderflow

    And I cannot figure out why. Here's the trigger:

    Respawn
        Events
            Unit - Any Unit dies
        Local Variables
            SpawnEffect = No Actor <Actor>
        Conditions
            (Owner of (Triggering unit)) < 15
            (Owner of (Triggering unit)) > 0
        Actions
            Camera - Lock camera input for player (Owner of (Triggering unit))
            UI - Display ((Name of player (Owner of (Triggering unit))) + " has fallen!") for (All players) to Subtitle area
            General - Wait 2.0 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    TeamGame == true
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) is in BlueTeam) == true
                        Then
                            Unit - Create 1 PlayerCharacterType[(Owner of (Triggering unit))] for player (Owner of (Triggering unit)) at CharacterSpawn[(Random integer between 0 and 1)] facing (Center of GameType) (No Options)
                            Variable - Set PlayerCharacter[(Owner of (Triggering unit))] = (Last created unit)
                            Unit - Set PlayerCharacter[(Owner of (Triggering unit))] team color to PlayerCharacterColor[(Owner of (Triggering unit))]
                        Else
                            Unit - Create 1 PlayerCharacterType[(Owner of (Triggering unit))] for player (Owner of (Triggering unit)) at CharacterSpawn[(Random integer between 2 and 3)] facing (Center of GameType) (No Options)
                            Variable - Set PlayerCharacter[(Owner of (Triggering unit))] = (Last created unit)
                            Unit - Set PlayerCharacter[(Owner of (Triggering unit))] team color to PlayerCharacterColor[(Owner of (Triggering unit))]
                Else
                    Unit - Create 1 PlayerCharacterType[(Owner of (Triggering unit))] for player (Owner of (Triggering unit)) at CharacterSpawn[(Random integer between 0 and 3)] facing (Center of GameType) (No Options)
                    Variable - Set PlayerCharacter[(Owner of (Triggering unit))] = (Last created unit)
                    Unit - Set PlayerCharacter[(Owner of (Triggering unit))] team color to PlayerCharacterColor[(Owner of (Triggering unit))]
            Unit - Turn PlayerCharacter[(Owner of (Triggering unit))] Highlightable state Off
            Unit - Turn PlayerCharacter[(Owner of (Triggering unit))] Status Bar state Off
            Actor - Create actor TimeWarpLaunch (Unnamed) at point (Position of PlayerCharacter[(Triggering player)])
            Variable - Set SpawnEffect = (Last created actor)
            Camera - Apply camera object Rotation (Facing of PlayerCharacter[(Owner of (Triggering unit))]) for player (Owner of (Triggering unit)) over 2.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    TeamGame == true
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Triggering unit) is in BlueTeam) == true
                        Then
                            Unit Group - Add PlayerCharacter[(Owner of (Triggering unit))] to BlueTeam
                        Else
                            Unit Group - Add PlayerCharacter[(Owner of (Triggering unit))] to RedTeam
                Else
            General - Wait 2.0 Game Time seconds
            Actor - Kill actor model SpawnEffect
            Camera - Unlock camera input for player (Owner of (Triggering unit))
    

    I could really use some help on this one.

    Posted in: Miscellaneous Development
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    posted a message on lighting

    I'm not sure if this'll work but you could try scaling up the lighting doodad.

    Posted in: Miscellaneous Development
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    posted a message on Creating 1 Unit from 2

    This trigger should do what you want and work "right out of the box" so to speak, just set the event region to the region you want.

    BigZealotSpawn
        Events
            Unit - Any Unit Enters Region 001
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Zealot
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Zealot units in Region 001 owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 2
                Then
                    Unit - Create 1 BigZealot for player (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Center of Region 001) (No Options)
                    Unit Group - Pick each unit in (Zealot units in Region 001 owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most 2) and do (Actions)
                        Actions
                            Unit - Kill (Picked unit)
                Else
    


    Posted in: Miscellaneous Development
  • 0

    posted a message on [FIXED]How to change ingame music

    Can it import any .mp3 or does it have to be in some other format?

    Posted in: Miscellaneous Development
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    posted a message on Critical bug with core SC2 player array in patch
    Quote:

    Unable to load 'Map Info' from ''

    This error showed up in my map upon opening it in the editor as well. A map that was last saved pre-patch.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on map not initalizing properly after patch.

    I'm having the same problem.

    This is nervewracking. Has blizzard changed something that means that all the hard work we've done up until this point is down the tubes?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Make a dialog for race/class selection.

    Wow this is helpful.

    I can't get my mind around the reasoning behind using (Triggering Player) in the Event. Could you explain that?

    Posted in: Tutorials
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