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    posted a message on Text Tag Wont delete

    Fixed it I was creating the text tag in the loop XD.

    Posted in: Triggers
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    posted a message on Text Tag Wont delete

    Nope cant find anything. Here is the AnyUnitInRegion condition def.

    AnyUnitInRegion
    Options: Condition
    Return Type: Boolean
    Parameters
    Player = 0 <Integer>
    Region = No Region <Region>
    Grammar Text: AnyUnitInRegion(Player, Region)
    Hint Text: (None)
    Custom Script Code
    Local Variables
    Units = (Empty unit group) <Unit Group>
    Actions
    Variable - Set Units = (Any units in Region owned by player Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Number of Living units in Units) > 0
    Then
    General - Return True
    Else
    General - Return False

    Posted in: Triggers
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    posted a message on Text Tag Wont delete

    Might have found something.

    Posted in: Triggers
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    posted a message on Text Tag Wont delete

    This is what I have.
    What is wrong?

    Spawn Bonus Minerals Fast
    Events
    Timer - Every Mineral Spawn Rate Fast seconds of Game Time
    Local Variables
    index = 0 <Integer>
    team = 0 <Integer>
    Conditions
    Actions
    Variable - Modify NMinerals: + 1
    Text Tag - Hide TextTag for (All players)
    Text Tag - Destroy TextTag
    General - For each integer index from 1 to NPlayers with increment 1, do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    AnyUnitInRegion(index, Bonus Minerals)
    Then
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    isTeam == True
    Then
    Variable - Set team = (GetTeam(index))
    Player - Modify player Teams[team][1] Minerals: Add NMinerals
    Player - Modify player Teams[team][2] Minerals: Add NMinerals
    Else
    Player - Modify player index Minerals: Add NMinerals
    Text Tag - Create a text tag with the text (Combine (("Player " + (Text(index))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
    Variable - Set TextTag = (Last created text tag)
    Variable - Set NMinerals = 0
    Else
    Text Tag - Create a text tag with the text (Combine (("Minerals" + (Text(NMinerals))))) for (All players), using a font size of 24, at (Center of Bonus Minerals) and height offset 1.0, initially Visible, and fog of war enforcement set to False
    Variable - Set TextTag = (Last created text tag)

    Posted in: Triggers
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    posted a message on Pointers? References???

    Are there anyway to use pointers or references in the editor? I know it can be avoided in most cases but they would help a lot.

    Posted in: Triggers
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    posted a message on Easier way to do upgrades?

    Ahhh smart.

    Posted in: Data
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    posted a message on Easier way to do upgrades?

    Is there any way to get the base( const or starting ) health/damage from a unit instead of current?

    Posted in: Data
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    posted a message on Easier way to do upgrades?

    It is type unit, but if you go under object there are no functions or variables just references to units.

    Posted in: Data
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    posted a message on Easier way to do upgrades?

    Is there anyway I can set a catalog value variable? I have this Catalog - Set value of Unit,AutoTurret,LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places) but cant I do this? Catalog - Set value of Unit,Units[index],LifeMax for player (Triggering player) to (String(0.0) with Any Precision decimal places) I need to do it in a loop. Any ideas?

    Posted in: Data
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    posted a message on Easier way to do upgrades?

    So I have hero upgrades and there are over 140 effects on all the upgrades. Is there an easier way to do it? For example, currently the health increases exponentially but I want it to increase linearly. It would take hours to change all the effects, look up all units base healths and such. Is there any way you can do something like this? <EffectArray Operation="Add" Reference="Unit,Medic,LifeStart[0]" Value=".1 * Medic.LifeConst"/> Or even a way not to have 140 effects? Btw I am forced to use xml do to the bug of deleting my effects if there are above 132... All replies are appreciated.

    Posted in: Data
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    posted a message on Creep Tumor wont burrow

    I'm having problems getting creep tumors to burrow, People just walk up to my creep tumors and blow them up with no obs or scan or anything. all the creep tumor and queen stuff is left a lone. I have added the wol campaign, wol multi and hots multi dependencies.( if that has anything to do with it( Although I cant change it ) ) Any ideas?

    Posted in: Data
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    posted a message on Unit Micro

    Is there anyway to get the current range? because an upgrade can change it. I also need a way to check if a unit is air.( I know there is a way to do this I just cant find it )

    Posted in: Triggers
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    posted a message on Unit Micro

    I am currently trying to make ai units micro. Currently im woking on a condtion defenition to determine wither or not it can kyte. But, the problem is there is no way to get the range of a unit. I cannont just do this in the data editor as I want only cpus to do this and different difficulties micro differently. Any ideas?

    Posted in: Triggers
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    posted a message on Spider Mines Wont Burrow

    My bad lol they costed 25 minerals.

    Posted in: Data
  • 0

    posted a message on Spider Mines Wont Burrow

    Why wont spider mines burrow on my vulture? They sometimes work and sometimes are delayed by up to 3 minutes. Is this a bug? The only thing I did was add a build mine ability to vultures.

    Posted in: Data
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