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    posted a message on Need help with point return function [Resolved]

    Hey, I'm trying to make a function that will either return the position of the nearest nydus worm, or other specified spawning point on map to the players hero unit.

    I've tried twice, by using the distance between points function, and if then statements that are meant to take the smallest distance of those points. The map seems to be having problems with the nydus worms of which I tried two different methods (see map attached). You'll notice if you go into test document that the eastern nydus worms fine. The northern nydus only works if the player is to the right of it, but not if he is to the left of it. North and south don't matter. The western nydus doesn't work at all, and just defaults to the west spawn point instead.

    I'm not sure why it does this... I created some text messages under the "Attack ultra - spawn" trigger (currently disabled). And they show the correct value for distance between points. I tried both absolute value and without, thinking that might initially be the problem. But absolute value makes no difference.

    Posted in: Triggers
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    posted a message on Trouble with sounds and cinematic mode

    After some more forum searching, I found some several year old threads that went unanswered about this same question. So I guess that means no one knows how to fix this. I went ahead and made a custom action that pretty much does what I want. The only downside I've found is that even if I hide the mouse, it's still there, so it'll still highlight stuff that it mouses over.

    Also note since I'm doing a single player map, it doesn't matter if I differentiate between player one and all players, whereas your map may want to.

        Options: Action
        Return Type: (None)
        Parameters
            on/off = On <On/Off Option>
            Hide mouse = True <Boolean>
        Grammar Text: Bisen Cinematic mode(on/off, Hide mouse)
        Hint Text: (None)
        Custom Script Code
        Local Variables
        Actions
            General - Switch (Actions) depending on on/off
                Cases
                    General - If (On)
                        Actions
                            Camera - Lock camera input for player 1
                            UI - Hide game UI for (All players)
                            Unit Selection - Deselect all units for player 1
                            UI - Clear All Messages for (All players)
                            UI - Disable All Selection Types  for (All players)
                            Sound - Pause Music soundtrack for (All players) (After Fading)
                            Sound - Pause Ambience soundtrack for (All players) (After Fading)
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Hide mouse == True
                                Then
                                    UI - Hide the mouse cursor for (All players).
                                Else
                    General - If (Off)
                        Actions
                            Camera - Unlock camera input for player 1
                            UI - Show game UI for (All players)
                            UI - Enable All Selection Types  for (All players)
                            Sound - Unpause Music soundtrack for (All players) (After Fading)
                            Sound - Unpause Ambience soundtrack for (All players) (After Fading)
                            UI - Show the mouse cursor for (All players).
                Default
    
    Posted in: Cinematic Creation
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    posted a message on No sound in transmission

    I'm currently having this problem. I've noticed the sound works when I'm not in cinematic mode. Not sure how to get it to work when in cinematic mode (mine actually fades out after about 2 seconds)

    Posted in: Triggers
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    posted a message on Trouble with sounds and cinematic mode

    Hey guys, I'm trying to make some cut scenes via triggers, but I'm having trouble with sounds fading out after 2 seconds while cinematic mode is enabled. I've tried using the actions send transmission and play sound. They work when cinematic mode isn't enabled.

    Some other lesser issues I've been having: 1. Stukov's portrait doesn't work properly. His head doesn't show up in it, but the background is there. Have tried unit, unit type, and model transmission source (Tried all the different stukov model ones, he either doesn't show up, or just his legs show). 2. Is there a way to force subtitles are enabled? I tried override player option, but there didn't seem to be one for subtitles.

    Posted in: Cinematic Creation
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    posted a message on Map mods explained?

    I haven't found any tutorials or explanations on how mods work in SC2. I've seen posts of people talking about some of the vague benefits, such as being able to share resources between maps.

    Could someone explain what exactly a mod is in SC2, how it's useful, and how to make one. Or point me to a tutorial on them.

    Posted in: Miscellaneous Development
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    posted a message on StarCraft: Subjection
    Quote from SearingChicken: Go

    Maps can be up to 20 mbs in size,

    Really? I was under the impression that as long as your total was under the 157 MB limit that you could publish any size... Though I've never uploaded a large map myself. When I look at the publishing right now, it doesn't show me a size limit for a map, just my combined maps. In the past it used to specify this before publishing: http://us.battle.net/sc2/en/game/maps-and-mods/tutorials/publishing/ -screenshots of an old publisher.

    Have you tried publishing large maps?

    Posted in: Map Feedback
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    posted a message on StarCraft Lego Minifigures

    Very cool.

    Posted in: Off-Topic
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    posted a message on Wiki targets for May

    So as far as adding new tutorials goes, should we be using http://wiki.sc2mapster.com/Tutorials ?

    I've always been looking at this page: http://www.sc2mapster.com/wiki/galaxy/tutorials/

    Posted in: Wiki Discussion
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    posted a message on Building fire animation

    Well, there's already going to be an event that spawns the buildings (probably will end up being a simple enter region event). Also it's a single player map, so lag is usually less of an issue.

    I have seen posts about creating efficient code/triggers though... It's pretty hard for me to figure out since I don't have any experience in coding.

    Posted in: Triggers
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    posted a message on Building fire animation

    After taking a look at the monitor actors, I came up with this, "Actor - Send message "Create TerranFlameSetFire" to actor (Actor for (Last created unit))". It seems to word just fine. It even does smoke instead of fire on the buildings that aren't that far down on health. Even healing and destruction of the building works properly as far as fire goes.

    I'm probably around a beginner level when it comes to data, and intermediate with triggers, so I'm wondering, why would this approach be considered worse? It's just one line (used in a loop).

    Posted in: Triggers
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    posted a message on Building fire animation

    Hey guys. I have a trigger that spawns terran buildings, and then lowers their health percent into the red. They make fire noises, but no visible fire is seen.

    I've tried using "Actor - Send message "AnimPlay {} Fire" to actor (Actor for (Last created unit))" Also tried attacking the building with a regular unit while it was in the red.

    What I want to happen in map: Player comes to the entrance of a base of an ally of which he has shared vision. The buildings are created with their low health, as well as some zerg units who are attacking the base.

    Edit: Btw, I'm using "Unit - Set (Last created unit) Life (Percent) to (Random real between 10.0 and 40.0)" for the building damage.

    Posted in: Triggers
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    posted a message on So I made a new tutorial...

    It was inspired by this post: http://us.battle.net/sc2/en/forum/topic/9882309249 Tutorial:

    Don't think I should put it in the tutorial list, or forum, cuz if you're able to make it there, then you're far too advanced for the tutorial itself. Also, it's my first video tutorial :D

    Posted in: Off-Topic
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    posted a message on Can i create ramp and cliff with trigger?

    I haven't heard of it being possible either. You could make some rocks invulnerable to block off a ramp, then kill them with triggers later. The cliff would need to be already made though.

    Posted in: Triggers
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    posted a message on Kill all units in a region?

    The other one that drives me crazy is when I use pick each integer, then use picked player instead of picked integer. x.x

    Posted in: Triggers
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    posted a message on Warp-in to point frustration

    I took a look at two of the test maps I made way back when I was testing out how the super warp gates worked. One thing I wrote was that the warping in player needs to have enough supply, or the units won't warp in. Do they have enough supply?

    Dunno if it'll help, but here's the two test maps I made. I was trying to create a way to warp in units anywhere without the need for a pylon. Tried using a hidden observer that had a power field. There's probably a better data way to do it, but I'm horrible at data editing xP.

    Posted in: Triggers
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