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    posted a message on [Trigger] Income

    A more efficient and flexible trigger would be something like (this assumes 10 player maximum):

       Events
            Timer - Every 60.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 1 to 10, and do (Actions)
                Actions
                    Sound - Play transmission cue sound for (Active Players) (and wait)
                    Player - Modify player (Picked integer) Minerals: Add MineralIncome[(Picked integer)]
                    Player - Modify player (Picked integer) Minerals: Add VespeneIncome[(Picked integer)]
    

    Where MineralIncome and VespeneIncome are set by other triggers. For example:

        Events
            Timer - Every 0.0 seconds of Real Time
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 1 to 10, and do (Actions)
                Actions
                    Variable - Set MineralIncome[(Picked integer)] = ((Returns the number of units of type Supply Depot owned by player (Picked integer) that have been seen by the specified player (Picked integer).) * 25)
                    Variable - Set VespeneIncome[(Picked integer)] = ((Returns the number of units of type Supply Depot owned by player (Picked integer) that have been seen by the specified player (Picked integer).) * 10)
    

    If you did this exactly though, you would want to have some starting supply depots.

    Posted in: Tutorials
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    posted a message on Victory / Defeat
    Quote from WraithChaser: Go

    Ok, so this is based off of my map Melee - Survival Mode. The only one I can't figure out is the playergroupwinner = (Allies of Player Player) <Player Group> I can't figure out how to get the Highlighted.

    The function name is "Allies of Player". Make a local Player Group variable and set its default value to the said function.

    Posted in: Miscellaneous Development
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    posted a message on [WIP]World War 2 - The War to End All Wars

    If it's relevant to your map, although the United States was isolationist originally, supplies such as weapons were still given to Britain and France to aid in the war by cash-and-carry (which means Britain and France would have to pay with cash and transport the supplies themselves). Germany knew of this so they attacked United States ships although they were still not technically in the war.

    Posted in: Project Workplace
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)
    Quote from modeledrebelion: Go

    I'm really new at this, but can anyone tell me what you need to change in the custom script for it to compile. I have exactly what it says above but I can't save my progress because it wont compile. I've spent the last 30 hours absorbing all the information a I can so it's possible i missed something obvious

    Paste where the error is.

    I also haven't been able to get the camera to work the way I think it's supposed to. The map linked here that has it working doesn't really work because targeting is based off of mouse XYZ and doesn't seem to use the traceline. This of course means it won't be possible to get headshots or shoot at the sky for example.

    Posted in: Tutorials
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)
    Quote from rrowland: Go

    @Kanaru: Go

    Turn on both mouselook flags, make a tiny region at your unit and set your camera's unit bounds to that region every 0.0 seconds.

    The camera target is still constant (unless the unit moves). The actual camera object changes position of course, but it doesn't allow the traceline function to work as intended.

    I'm not getting something. I don't understand how to change the camera target without moving the entire camera with mouselook enabled. It would work great if the camera target would change but the object was constant, but it's the opposite.

    Posted in: Tutorials
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    posted a message on [Trigger] How to Target with Mouselook (Tracelines)

    On my map the camera rotates around the unit, so the target point is always the position of the unit, which of course does not work for this.

    I'm not seeing a way to attach the camera object to a unit without it being the target. If I attach it to a region attached to a unit the region becomes the camera target (and the camera jitters). It just seems to be the nature of the mouse rotation trigger.

    Unless I'm doing something terribly wrong (which I sort of feel like I am).

    Posted in: Tutorials
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    posted a message on What is needed to create a SC2 unit model?

    @bouleau: Go

    You could always convert from Maya to 3ds max and export using 3ds max.

    From what I know conversions between Autodesk products are seamless.

    Posted in: Artist Tavern
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    posted a message on [Contest] Clock

    Ah crap, I forgot to submit mine.

    But I don't really care for winning or anything, I was just making it for fun.

    It's a bit buggy anyway.

    Posted in: Project Workplace
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    posted a message on Disabling Global Omni light?
    Quote from s3rius: Go

    Press SHIFT+CRTL+F10 and you can open up the lighting editor. Choose the correct light set (depending on your tile set) and play around with the values in Key, Fill and Back. If I remember correctly Back casts shadows and Fill causes lights on your stuff.

    In case you don't want to mess with existing lights, you can also make a custom one and set it via a trigger.

    Posted in: Miscellaneous Development
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    posted a message on M3 Exporter
    Quote from zwd: Go

    @crazyfingers619: Go

    awesome work, makes me want to download max, but I figure It'll take longer to learn max than just to wait for an obj exporter.

    You could import your .obj into 3ds max and export using the exporter.

    Posted in: Third Party Tools
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    posted a message on Thor cannons.
    Quote from Robeezy: Go

    Okay I got him to use the effect on it's target, but it's animation for it is not working and I can not find the animation for it in the animation list.

    If you know the name of the animation, type in the name in quotes for custom script.

    For example, if the name of the animation is Meow, go to custom script and type in "Meow" with the quotes.

    This is from memory, I could be wrong.

    Posted in: Miscellaneous Development
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    posted a message on Building on Ramps?

    @SystemSe7en: Go

    I haven't tried, but holding shift while placing should work.

    Posted in: Miscellaneous Development
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    posted a message on Moving condition
    Quote from zifoon: Go

    Event - Any Unit Stops Being Idle

    This would also trigger when the unit does anything else too, which may not be wanted.

    Posted in: Miscellaneous Development
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    posted a message on Making 3D Models

    @zwd: Go

    You did not have to be rude.

    I don't quite understand how I don't know how to texture just because his skin hue is different than you think it should be. I don't exactly want a huge amount of contrast with the texture when the lighting will do be responsible for much of it as well.

    Posted in: Artist Tavern
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    posted a message on Skybox support

    It's called a background object.

    You can set it by going to the Data Editor in the Terrain Texture Sets tab. Alternatively, you can set it via a trigger action (Set Background Model).

    Posted in: Galaxy Editor Bugs and Feedback
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