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    posted a message on Grammar Text

    Hey everybody out there!

    I've once again a problem. This time with custom Function Grammar Texts:
    How can I store them in a Library?

    E.g. I have a code like this:

    foo
        Options: Function
        Return Type: Integer
        Parameters
            _a = 0 <Integer>
            _b = 0 <Integer>
        Grammar Text: Set A as _a and B as _b
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            ------- Do something here
    

    Now how can I export this custim Grammar text with my Library?

    Thanks for every Help
    Then

    Posted in: Triggers
  • 0

    posted a message on [Library] WaypointSystem

    WaypointSystem

    I'd like to introduce my WaypointSystem Library:
    http://www.sc2mapster.com/assets/waypointsystem/

    Like said on the Asset Page, it's a System for controling of NPC units moving around using a Network of Waypoints.

    Current Version: 0.5

    Short Summary

    Currently Supported

    • Creating multiple, Independent Systems (up to 5 Systems)
    • Destroy a Waypoint System
    • Enable/Disable Movement for whole System
    • Adding/Removing Regions and Points as Waypoints (up to 50 Points)
    • Defining Waypoint as Endpoint (Move Path may end there)
    • Linking Waypoint together to a Network
    • Adding/Removing Units to/from a System (up to 100 Units)
    • Setting a Move-Chance for every Unit (Random chance)
    • Enable/Disable Movement for single Unit
    • Automatic Update of all Systems (Move-Test for all idle Units)
    • Different orders for Units (Move, Attack)

    Future Tasks

    • Choose Chance for every Link (deferred)

    Known Issues

    • Circle calculation of pathes
    • Incorrect Calculation of first Point
    • "Execution took too long" Error within "Find Path" Action

    Demo

    Here's a demo of the System in Action (with some of the problems I still have ;) )

    Embed Removed: https://www.youtube.com/v/NXVPu9ofS1I?fs=1

    I'm open for Ideas ans Bug Reports so just post them below...

    Cheers
    Then

    Posted in: Trigger Libraries & Scripts
  • 0

    posted a message on Surprise! I have a problem with my trigger!

    There is a way to show a unit for the owning player.
    But this doas only work if the players haven't shared vision.

    For this, you have to set the Buried and the Cloak Flags.
    Then your Unit is cloaked without the blue cloak glow...

    Cheers Then

    Posted in: Triggers
  • 0

    posted a message on [?] Array question: How do you set one up
    Quote from uiasdnmb: Go

    You must remember to make arrays 1 size larger than number of players because they start as 0.

    No need for this. Blizz has done it in the GUI. If you declare an array with Size 5 in GUI, in Script it will have Size 6...
    Thats why you wont have problems with indexes starting at 1.

    Cheers Then

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability
    Quote from Forge_User_11283377: Go

    Ability: Evolution Chamber - Research (Evolution Chamber)
    Ability Command: Evolve Missile Attack Level 1

    Cheers Then

    Posted in: Triggers
  • 0

    posted a message on User Input Parser and int to char Conversions
    Quote from Sprigint: Go

    I bit the bullet and just hardcoded my characters into an array of strings =P So I just do a lookup using that array.

    I'm currently working on a Library containing (amog other things) Functions for Conversion between a single Character String and Integer...
    But it seems I was a little bit too slow. :(

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    Jepp.

    Command Type: Ability Command
    Requirements: (None)
    Ability: Evolution Chamber - Research (Evolution Chamber)
    Ability Command: Evolve Missile Attack Level 1

    This will give your unit the Command Button to research Attack...

    Cheers Then

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    I ment it must look like in the attachment...

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    Trigger is as I written above:

    Quote from Thenarden: Go
    Enable Upgrade Ability
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 10
            (Unit type of (Triggering unit)) == Omegalisk
        Actions
            UI - Display "Your Units are now Upgradable!" for (All players) to Directive area
            Tech Tree - Set Enable Research upgrade level to 1 for player 1
            General - Wait 5.0 Game Time seconds
            UI - Clear Directive Messages for (All players)
    
    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    Sorry, made a mistake. In the Requirement "Research is Enabled" the requirement node must be under "Use" and not under "Show"...

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability
    Quote from Mesden: Go

    Err, what goes into the Ability and Ability Command tabs..?

    Not in the Unit Settings, but in the Research Ability ("Evolution Chamber - Research (Evolution Chamber)") .

    There you have to Double-Click on the right side of window in the Ability Tab on your Command. And then Select under "Requirement" your Requirement ("research Is Enabled").

    Cheers Then

    Edit:
    Ok, no. Wait...

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    Because there is already a Node...
    Select it, set Alias to "Enable Research" and state to "Completed"

    Posted in: Triggers
  • 0

    posted a message on Giving a Unit a certain Ability

    @Mesden: Go

    ahh, ok. one moment...

    Edit:

    1. Select on the left half of the Window very on the top (under the Buttons) from the List "Data Types" (at the Moment "Upgrades") the Item "Requirements"
    2. Add new Object (new Requirement) and select it
    3. Then add on the right side down under "Requirement" to the "Show" node a new requirement Node of Type "Count Upgrade" [like in Point 5 before]
    4. Select in the Alias List your created Upgrade ("Enable Research")
    5. Set State to "Completed"
    6. Go to your Research Ability
    7. Select on thr right Side the Ability Tab
    8. Double-click on the Research Command wich should be enabled with the Kill
    9. Select in the List under "Info - Button - Requirement" your created Requirement ("Research Is enabled")
    10. Done, now the Research Command is only available, if the "Enable Research" Upgrade is researched...


    nvm that i've copied it from above (was too lazy to type it again...)

    Cheers Then

    Posted in: Triggers
  • 0

    posted a message on How can I make a button that runs a trigger.

    @dre__: Go

    Selection done
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Dialog containing (Used dialog item)) == #Your Dialog#
            (Used dialog item) == #Your Dialog Button#
        Actions
            ----- Your Actions here...
    

    Edit:
    Molsterr was a bit faster... :)

    Posted in: Triggers
  • 0

    posted a message on Change unit attack-speed @runtime

    @Nite01: Go

    Attack Speed is not set for a unit, but for the Weapon the units uses. So you have to change the Weapon.
    I don'k know if there's a Trigger Action to do this...

    Cheers Then

    Posted in: Triggers
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