• 0

    posted a message on Random teams?

    @Vietman: Go

    If Then Else
       If
          (Number of Players in (Players on team 1)) > (Number of Players in (Players on team 2))
       Then
          Add player [Player] to (Players on team 2)
       Else
          If
             (Number of Players in (Players on team 1)) < (Number of Players in (Players on team 2))
          Then
             Add player [Player] to (Players on team 1)
          Else
             Add player [Player] to (Players on team (Random integer between 1 and 2)
    

    Not sure if that's the right way to add a player to a team, but you get the idea.

    Posted in: Triggers
  • 0

    posted a message on Cancel last item in research queue?

    @BiweeklyAaron: Go

    That's the command you're supposed to use, but it's not working for me either. Either we don't fully understand what that trigger is supposed to do or its a bug. So cheat a little.

    Unit - Order [Training Unit] to (Cancel)(Replace Existing Orders)
    

    Props for persistence.

    Posted in: Triggers
  • 0

    posted a message on Custom Brush Size

    In desperate need for a large brush? Well, you're out of luck, since the map editor will only let you have a brush size up to 32. However, this limit is arbitrary, and the editor itself can actually support any size of a brush you want. All you need is a way to edit the data directly. That is where memory editors come in.

    There is a very easy editor called CheatEngine. It is simple and easy to use.

    Download the editor at www.cheatengine.org

    Just click the big green looming button.

    Next, open up whatever map you want to be working on in the SC2 Editor. Then, set your brush size to 6.5.

    Then open up your shiny new CheatEngine and click on the Select Process button. (It's the button in the top left with a computer icon.)

    Scroll down your process list until you find SC2Editor.exe.

    In the value box, type in 6.5. Below that in the drop down menu labeled Value Type, select Float. All the other values can be left as is. Then push First Scan.

    In the list to the left, you will see a bunch of memory entries. These are all the memory banks in your computer that currently have a value of 6.5. One of these banks is the memory bank that controls your brush size, but currently there is no way of telling which one it is. Time to move on.

    Go back to your editor and change the brush size to 7.5.

    Return to CheatEngine and in the value box type 7.5. Then hit Next Scan. (If you accidentally hit New Scan, you will have to start over. So don't do that.)

    There should only be one entry left in your table o' values. That is the one we are looking for. Go ahead and double click that sucker.

    The value gets moved down the the table at the bottom. This is your "frozen" list. Now check the box. Congradulations, this memory bank is now frozen and cannot be changed. If you feel exploratory, go ahead and return to your editor and drag the slider back and forth. You will find that no matter what the value is, when you try to draw with the brush, it will always be a brush size 7.5. Get back to the CheatEngine, you. I'm not done yet.

    Now double click your frozen memory block. This allows you to assign it any value you wish (although unless you want to risk tearing a whole in the fabric of time itself, stick to reasonable values, like 0.01 to whatever your map size is). For experimental reasons, input 64.

    Go back to the SC2Editor and click once in the center of the map. You will get a perfect circle/square/diamond of size 64. Ta-daa!!!

    For those of you that are paranoid about messing with your computer's memory, don't worry about it. If you unfreeze the memory block (or just quit CheatEngine) your brush will revert to its shiny inhibiting self. No harm, no foul.

    Thanks for following this tutorial, and may all your brushes be large. :)

    Posted in: Tutorials
  • 0

    posted a message on [Terrain] Large Circle

    @AlarEnsis: Go

    This is an extremely useful tool. I'm going to make a tutorial out of it.

    Posted in: Terrain
  • 0

    posted a message on Player Limit?

    @Vietman: Go

    If (Number of players in [Player Group] >= [MaxNumOfPlayers])
        Disable [Dialog Item] for (All Players)
    

    Just put this in your code after running your trigger that handles when the button is pressed and swap out the values in the brackets for the appropriate values.

    Posted in: Triggers
  • 0

    posted a message on Get a text minus its last letter

    @progammer: Go

    There's a bigger difference between text and string than just formatting. Text is the raw data of characters, while string is formatted based on localization. ATM you cannot convert text to string because of these localization issues, and I don't think Blizzard is planning on implementing this any time soon.

    @DialogGeek: Go

    You can, however, convert string to text, so the following should work (example by displaying text):

    UI - Display(Text((Substring(String, 1, ((Length of String) - 1))))) to (All Players) to Subtitle area
    

    If you need text, tale everything inside the Display parentheses. If you need String, take everything inside the Text parentheses.

    Posted in: Triggers
  • 0

    posted a message on visual effect; fire while move

    @relaksiwypoczynek: Go

    This is a job for turrets. You need to ask the people in the data forum.

    Posted in: Triggers
  • 0

    posted a message on Game Speed Help - Urgent!

    @NarcoticNite: Go

    When you upload a map to b.net, it only allows for the default settings that have been set before hand. In order to change these settings, you have to make a custom game variant and change the value that needs changing; in this case, game speed.

    1. Find out what game speed your map is supposed to be playing at.
    2. Go to Map > Game Variants and uncheck "Use Default Variants".
    3. Press "Add" to add a game variant. Name it whatever you like.
    4. Go to "(Game) Game Speed" (it should be the second from the top) and select "(All Players)". Change the value to whatever speed your map needs.
    5. Save and upload.
    Posted in: Triggers
  • 0

    posted a message on clicked dialog button returns (0,0) UI coords

    @desiderius1: Go

    When I say AbsoluteMouseX, I am talking about the x position of the mouse relative to the game world. Even if they do remove compatibility for getting mouse coordinates in a UI, using the method would fix the problem.

    Here's a coded version of it:

    Events
        Any Player clicks Any mouse button Down
    Local Variables
        <Integer> x = 0;
        <Integer> y = 0;
    Conditions
    Actions
        Variable - Set x = ((Integer((Mouse X Position clicked in the world))) - (X offset of dialog))
        Variable - Set y = ((Integer((Mouse Y Position clicked in the world))) - (Y offset of dialog))
    
    Posted in: Triggers
  • 0

    posted a message on Trigger Headache

    Is this going to be elimination style? If not, what happens when a killed victim respawns? He will have no one hunting him, and everyone else is already assigned a victim.

    Posted in: Triggers
  • 0

    posted a message on visual effect; fire while move
    Environment - Create Effect At Point
    Environment - Create Effect On Unit
    
    Posted in: Triggers
  • 0

    posted a message on Walking under Bridges

    This is a very intreguing problem. I am very tempted to try and find a solution, although I'm pretty sure I will end in a ball of flames.

    Posted in: Terrain
  • 0

    posted a message on multiple supply limits

    @Grimshad: Go

    As far as I know, the only way to make a multi-supply system is to design it yourself, complete with the custom ui.

    Quote from Grimshad: Go

    Also is there an easy way to make a unit take up supply when it is queued instead of only after it is built?

    It already does that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Go to nearest [creep]

    @PBobbert: Go

    Or you could take it a step further and make minerals be invisible and have a creep producing footprint. That way, when the minerals get mined, the creep will die automatically. No worrying about triggers at all!

    Posted in: Triggers
  • 0

    posted a message on [Contest] (War3) Legacy Melee Remake

    @Sixen: Go

    FAN BLOODY TASTIC!!!

    Posted in: Project Workplace
  • To post a comment, please or register a new account.