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    posted a message on DIfficulty of learning editor?

    The map editor is pretty decent and if you have the ambition and willpower you can learn it without too much issue.

    With that said, if you're used to the WC3 editor (like I am), doing SIMPLE F*CKING THINGS with the data editor (ie changing unit values or creating new units) takes about 10x as long as it used to. It's overcomplicated to the point of stupidity.

    It could have been made a lot simpler while retaining the complexity, even a simple "new unit wizard", so I refuse to hear arguments to the contrary. Huge design oversight in my opinion. It's flexible and complex, sure, but doing simple things still takes way too long.

    Posted in: Miscellaneous Development
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    posted a message on Saving in-game typed text into on-screen text tags
    Quote from Shinoogie12: Go

    @Obibun: Go

    Alright, so for numero uno on your problem list: substring is a function and can be called from the string function menu, not a custom script. Basically, here: Text Tag - Create a text tag with the text "", click on the quotation marks, go to the Functions tab and choose substring. The substring function takes a string such as the entry that you're getting from the chat, and takes a portion of it and makes a new string, those numbers at the end are for the starting position (character) in the string and the last is for the end. Now on to number 2, use the condition: Comparison - Functions - Transport Property of Unit, to allow you to get the number of units / whether units are in the bunker. Use the "Space Used" preset and it should look like this: "(Transport Space Used of (Your Bunker Name Here)) < 1" That should do the job

    thanks for the input but neither of these solutions appear to work.

    In the case of 1), there's no such thing as a "substring" under functions. You may be thinking of an older version of the editor or something, but there's literally nothing under functions named "substring". The closest I can find is,

    Create a text tag with the text (Text with up to All Find Text replaced by Replace Text (Sensitive to case)) for All Players etc. etc.

    and I'm not sure whether this is the right one or even how to go about using it if it is.

    With regard to 2), as I said before, using a condition in this case does not work at all if you stop to think about it. The Action which counts the buildings takes place after the Condition has been passed, but if the player passes the condition, then the action will count ALL buildings regardless of being full or not. All this does is prevent the action from occurring if a player does not have ANY full, but it does nothing towards counting them or discerning which are full and which aren't with regards to giving resources.

    Anyone else have any ideas?

    Posted in: Miscellaneous Development
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    posted a message on Saving in-game typed text into on-screen text tags

    also while we're here I have a second question-

    I've created a trigger which gives x amount of resources based on the amount of a certain building type that a player owns. It was pretty simple enough. What I'm having trouble doing is setting the condition that the building must be occupied in order for this to occur.

    ie. I have a bunker with 1 slot. Empty, the bunker produces nothing, but with the slot full, it produces 10 minerals each turn/time period/etc.

    The only way I can think of being able to do this is through conditions (and even then I'm having trouble finding it), but the conditions are too soon in the trigger? I have this:

    Player Group - add player 1 to Player1

    Player Group - pick each player in Player1 and do (Actions)

    Variable - Set Resource1 = (Bunker count for player (Picked player), counting Complete)

    Player - Modify Player 1 Minerals: Add (Resource1 * 10)

    Where in here can I insert some sort of condition where the Bunkers must be occupied?

    Posted in: Miscellaneous Development
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    posted a message on Saving in-game typed text into on-screen text tags

    Oops, bit of an issue.

    "(Text((Substring((Entered chat string), 7, 30))))" isn't working properly.

    I'm using it as a Custom Script (I assume this is the one to use?) but I've also tried just putting it in as a value.

    As a value it (of course) just displays "(Text((Substring((Entered chat string), 7, 30))))" over the building

    as a custom script it generates an error and won't start the map?

    this is what it looks like right now: http://i33.tinypic.com/21lmwxy.jpg

    Posted in: Miscellaneous Development
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    posted a message on Saving in-game typed text into on-screen text tags
    Quote from LinkD: Go

    @DirectorOfTheUED:

    none taken, i left that part out because i thought he knew about needing to change that part for the position, since he didnt ask about it

    Yeah I had this part down already. ;D

    I really appreciate the help guys, thanks a mil

    Posted in: Miscellaneous Development
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    posted a message on Saving in-game typed text into on-screen text tags

    Hi guys.

    Basically looking for a player to be able to apply a certain text tag to a building by typing -name xxxx

    So far I'm looking at,

    Event - Player types -name "blah blah"

    etc etc

    Create text tag "blah blah" at x,y

    but I don't know how to make the trigger take the data from the first event (anything typed after -name) and use it for the bottom action. Thanks guys.

    Posted in: Miscellaneous Development
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    posted a message on Mineral distance from command center - distance pathing in general
    Quote from detno: Go

    if wat your referring too is having minerals right next to the bases. you have to change the structure to a 5x5 dodad

    Nah, what I'm referring to is whatever footprint/pathing ability minerals have that keeps command centers from being placed within whatever distance from them.

    I'd like to apply this "ability" to command centers, so in effect they would not be able to be built within x amount of tiles from eachother

    Posted in: Miscellaneous Development
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    posted a message on Mineral distance from command center - distance pathing in general

    Hi guys.. been toying with the editor on and off lately and one thing I can't seem to figure out is how to set/create the same "no build zone" distance that minerals/vespene give off.

    Basically what I want to do is for a building (for example, a command center) to give off a same sort of no-build distance. The end product is that command centers must be built x distance away from eachother.

    I know this is possible with triggers but I think using the same no-build system as minerals would be more user friendly and intuitive in general. Probably a bit easier as well.

    Any help?

    Thanks

    Posted in: Miscellaneous Development
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