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    posted a message on Unit[3] dies = Destroy Textmark[3]

    @Mille25: Go

    I'm checking this method out, and I don't see where I can get the "units tag". What string function should I be using?

    Edit: After doing some searching of the forums, I found the answer. The tag is an integer, so you need to use convert integer to string. Then use the function unit tag.

    Posted in: Triggers
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    posted a message on StarCraft 2 Fan Campaigns & Scenarios Listing

    Stukov - Man or monster was originally single player, but I later tacked on a second player option. It was mainly in response to people who said they really wanted a way to play with a friend. In hindsight, it wasn't the best way to add a second player (But I didn't want to rebalance the map) and I recommend playing single player.

    Descriptions

    Stukov - Man or Monster - A mixture between the Blizzard maps, New Folsom (Tosh Mission, WOL). Infested (Space platform with lots of infested terrans, HoTS) and tug of war genre. Stukov is sent by Kerrigan to take out a Dominion Base (Taking place soon after Mengsk's death). Stukov can choose to infest the local civilians and use them against the Dominion, or he can choose to leave them in peace (Has an effect on the ending).

    Plan H - This is a comedic map with voice acting and some of my favorite Starcraft songs (Void rays :D. See teaser video: ). There's not much in terms of gameplay, but its loaded with jokes, even at the start with the difficulty options (Easy and Hard are their own jokes and lead to a quick ending. Normal difficulty is longer with several branching possibilities). To start, Stukov finds himself with amnesia at an unknown Terran base. The Zerg attack soon afterwards. Not knowing what to do, they go look at the commander's backup plans labeled Plan A - Plan Z.

    Posted in: General Chat
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    posted a message on Custom Dialog Images

    Just in case you hadn't seen this, I thought I'd put it out there.

    http://www.sc2mapster.com/forums/resources/tutorials/27900-dialogs-making-better-dialogs-intermediate/

    Posted in: Triggers
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    posted a message on Expanding number of maps uploadable

    @Charysmatic: Go

    Is there really that many collaborations now? And as long as you don't subtract space from the current base amount, it could only benefit.

    Posted in: General Chat
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    posted a message on StarCraft 2 Fan Campaigns & Scenarios Listing

    Aw, none of my stuff good enough to be included? :P

    Stukov - Man or Monster: http://us.battle.net/sc2/en/forum/topic/8568889749
    Plan H: http://www.sc2mapster.com/forums/player-zone/map-feedback/60457-plan-h-single-player-comedy/

    I guess now that I look at it, those all have mapster map links. Mine are just on the arcade.

    Posted in: General Chat
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    posted a message on Expanding number of maps uploadable

    It's too bad there isn't some sort of system in place where anyone who meets a certain criteria could automatically have more space.

    Criteria such as:
    Have a map with X number of hours played
    Have a map with X number of ratings (or more) with a 3.5 star rating or higher
    etc.

    Posted in: General Chat
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    posted a message on Expanding number of maps uploadable

    @TyaStarcraft: Go

    Pretty sure I've read that free accounts can use the editor, but not upload anything.

    Posted in: General Chat
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    posted a message on Want to know how to translate in sc2 map

    You gotta translate it yourself. Fastest way would probably be using the Text module.

    Posted in: Map Suggestions/Requests
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    posted a message on Monthly Triggering Exercise # 10 - Airport

    Seeing as how the last exercise was over a year ago, maybe this should be un-stickied...

    Posted in: Triggers
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    posted a message on Unit[3] dies = Destroy Textmark[3]

    When you say text mark, do you mean text tag? Because there's an action called store text tag for unit. You can then recall it with a similar named function.

    Posted in: Triggers
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    posted a message on Assigning player groups in game lobby

    I'd use dialogs. They are custom made menus.

    Posted in: Triggers
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    posted a message on Experience turned into minerals

    I haven't tested it, but I'm pretty sure this would work. Use the function "convert string to integer". Then use one of the "catalog" functions to get the roach experience points.

    Posted in: Triggers
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    posted a message on [Data/Trigger?]Unit Revive changes unit type

    Thanks! Not sure how I missed that >.<

    Posted in: Data
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    posted a message on [Data/Trigger?]Unit Revive changes unit type

    Hey guys, I can't figure out what the heck is going wrong in this... This problem is only happening for one hero unit (A duplicated Swarm queen). When my hero revives, it changes to a normal Swarm Queen, instead of my hero. I'm using the death timer method of revival. Also don't know if this will help, but previously the burrow ability would mess up my hero as well by changing the unit type to a regular swarm queen. I since just took out its burrow ability completely. My revive trigger looks like this:

    Hero Revival
        Events
            Unit - Any Unit dies
        Local Variables
            Hero = (Triggering unit) <Unit>
            Timer = (New timer) <Timer>
            Timer Length = 60 <Integer>
            Timer Window = No Timer Window <Timer Window>
        Conditions
            ((Unit type of (Triggering unit)) has Heroic attribute) == True
            Or
                Conditions
                    (Triggering unit) == Player Hero[1]
                    (Triggering unit) == Player Hero[2]
                    (Triggering unit) == Player Hero[3]
        Actions
            UI - Display "Message" for (Player group((Triggering player))) to Subtitle area
            Variable - Set Timer Length = Difficulty Settings[(Integer(Current Difficulty))].Hero Respawn Time
            Timer - Start Timer as a One Shot timer that will expire in Timer Length Game Time seconds
            Timer - Create a timer window for (Last started timer), with the title "Time til Respawn", using Remaining time (initially Visible)
            Variable - Set Timer Window = (Last created timer window)
            General - Wait 6.0 Game Time seconds
            Unit - Move Hero instantly to Hero Respawn Point (No Blend)
            General - Wait for Timer to have 0.0 seconds Remaining
            UI - Display (Text "Message" with color (Color(Teal))) for (Player group((Triggering player))) to Subtitle area
            Ping - Ping the minimap at Hero Respawn Point for (Player group((Triggering player))) over 8.0 seconds, using the color (Color(Teal))
            Timer - Destroy Timer Window
            Unit - Revive Hero
            Unit - Set Hero Life (Percent) to 100.0
            Unit - Set Hero Shields (Percent) to 100.0
            Unit - Set Hero Energy (Percent) to 100.0
    

    I'm thinking this has got to be something data related, but I have no idea what it is. It can't be actors right, as don't those only affect visuals/sounds? I can't really see any connection between them. They do have some of the same abilities, but I don't see how that could matter. I'm completely stumped on this one.

    Posted in: Data
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    posted a message on Need some assistance!

    That looks very cool. I'm just wondering what drunk pilot drove it backwards though, haha. Though I have seen crazier things in real life... like a car through an apartment garage.

    Posted in: Terrain
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