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    posted a message on Increase the cost of a structure if you have many structures of that kind?

    One must also consider the case of the player cancelling the buildings, or losing some due to combat.

     

    If one upgrades the cost of the building the instant the foundation is placed then cancelling construction might refund more minerals than the building cost to place. Games like rise of nations were built with this mechanic in mind, StarCraft II less so.

     

    Posted in: Data
  • 0.963144963144963

    posted a message on Creating "map modes" for my map [Solved]

    You could try hooking up custom UI elements to the unit information panel to show these values.

    Posted in: Triggers
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    posted a message on Unit order to move/ attack to (Region or Point)

    Galaxy variables work very much similar to Java or any other programming language variable.

    Posted in: Galaxy Scripting
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    posted a message on Unit order to move/ attack to (Region or Point)

    Here is an example...

    Random Region
        Events
        Local Variables
            i = 0 <Integer>
            random region = No Region <Region>
        Conditions
        Actions
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set random region = RegionArray[(Random integer between 0 and 9)]

     If you still do not understand variables I recommend reading about them on Wikipedia or any other programming resource site.

     

    Posted in: Galaxy Scripting
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    posted a message on Unit order to move/ attack to (Region or Point)

    Here is an example...

    Random Region
        Events
        Local Variables
            i = 0 <Integer>
            random region = No Region <Region>
        Conditions
        Actions
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set RegionArray[i] = SCV Enum Test
            Variable - Modify i: + 1
            Variable - Set random region = RegionArray[(Random integer between 0 and 9)]

     If you still do not understand variables I recommend reading about them on Wikipedia or any other programming resource site.

     

    Posted in: Galaxy Scripting
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    posted a message on Unit order to move/ attack to (Region or Point)

    Which makes it so, my unit randomly attacks 10 random regions. He randomly chooses a region from 10 (Random). Do you understand my basic english?

    Place your 10 regions in a region array size 10, starting with index 0 and running up to index 9. You can then get a random region by using the variable with a random inclusive integer between 0 and 9 as the array index. This solution is extremely efficient and if you define a constant for the array size it can be very easy to add or remove regions as required.

    Posted in: Galaxy Scripting
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    posted a message on How to increase the log file size limit? Log file too larger TriggerDebug.txt (2MB max)

    Make less verbose logging? 2MB is a ton of text...

    Posted in: Triggers
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    posted a message on How to Stop Replay Bug

    There is no problem here. Players can duplicate their items by making a backup of their bank files anyway.

     

    To explain how to do this, first backup the bank file from the documents folder and store it somewhere else, then play the map and make all the progress changes you want such as giving away everything, or going on a massive losing streak etc, then after the game ends you go and restore the bank from the copy you made. Next time you play it is as if all the stuff you did last time never happened.

     

    The correct solution is to disable item trading (Diablo III did this for many reasons including to stop duplicating items by account rollbacks). Basically design the map around people being able to do this.

    Posted in: Triggers
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    posted a message on Unit order to move/ attack to (Region or Point)

    The action should look like...

    Unit - Order (Triggering unit) to ( Attack targeting Point 001) (Replace Existing Orders)

    And its structure...

    Issue Order
    Unit: Triggering Unit
    Order: Order Targeting Point
    Ability Command: Attack
    Target Point: Point 001
    Queue: Replace Existing Orders

    Posted in: Galaxy Scripting
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Might be worth looking into getting the duck to have physics. Maybe a floaty ragdoll?

    Posted in: Artist Tavern
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    posted a message on [Showcase] NanaKey&Delphinium's Models

    Here is the Rubber Duck, everyone loves it~
    Is the bobing up and down hard coded animation or due to water physics?

    Posted in: Artist Tavern
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    posted a message on Unit order to move/ attack to (Region or Point)

    You create the appropriate order (point target order) and then issue that order to your unit. Same works in GUI as well.

     

    Be aware that the issue order to unit action defaults to a non-point order type for its order argument. One can change that to a point order and select orders such as move or attack.

    Posted in: Galaxy Scripting
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    posted a message on How to change actor's model texture?

    If the fields are upgradable then catalog natives can be used to dynamically modify them. This works well as long as not used excessively as it seems there is a minor memory leak related to this.

    Posted in: Triggers
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    posted a message on How to change actor's model texture?

    Have you set up multiple textures for the unit's model data? I think one can only select textures that are declared at compile time in the actor's model data.

    Posted in: Triggers
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    posted a message on Selecting "Any Unit"?

    To process multiple units with a test you need to track them in a unit group and then iterate through the contents of that unit group using a for group loop.

     

    Posted in: Triggers
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