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    posted a message on Player Group Error [Solved]

    This is really embarrassing, i forgot I hid a unit belonging to the neutral player under a structure and it was trying to access it's dialog, but i never declared a dialog for that player.

    Posted in: Triggers
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    posted a message on Player Group Error [Solved]

    I'm getting an odd error when I use this trigger, I don't know why.

     

    Edit: Script Code

     

    //--------------------------------------------------------------------------------------------------
    // Trigger: Unit comes close to airport
    //--------------------------------------------------------------------------------------------------
    bool gt_Unitcomesclosetoairport_Func (bool testConds, bool runActions) {
    // Actions
    if (!runActions) {
    return true;
    }

    DialogControlSetVisible(gv_purchase, PlayerGroupSingle(UnitGetOwner(EventUnit())), true);
    return true;
    }

    //--------------------------------------------------------------------------------------------------
    void gt_Unitcomesclosetoairport_Init () {
    gt_Unitcomesclosetoairport = TriggerCreate("gt_Unitcomesclosetoairport_Func");
    TriggerAddEventUnitRangePoint(gt_Unitcomesclosetoairport, null, UnitGetPosition(UnitFromId(1931736278)), 2.0, true);
    }

    Posted in: Triggers
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    posted a message on Target Location, what do these values mean?

    Ah i see, thank you for the double response! :P

    Posted in: Data
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    posted a message on Target Location, what do these values mean?

    So Outer would be like casting psi storm on a bunker and damaging the marines inside? In the game this doesn't happen of course, but if I use Outer it will target the marines inside, right?

    Posted in: Data
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    posted a message on Target Location, what do these values mean?

    I don't understand what most of these values may mean, but i'll try to define them with what they seem:

     

    (I don't know what do they mean by "Outer" or what effect do they have)

     

     

    Caster Outer Point - casts at caster's position

    Caster Outer Unit - casts at caster's unit

    Caster Outer Unit/Point - casts at caster's unit or position

    Caster Point - casts at caster's position

    Caster Unit - casts at caster's unit

    Caster Unit/Point - casts at caster's unit or position

    None - casts at nothing

    Origin Point

    Origin Unit

    Origin Unit or Point

    Outer Point

    Outer Unit

    Outer Unit/Point

    Source Point - casts at position of whoever is casting

    Source Unit - casts at unit of whoever is casting

    Source Unit/Point - casts at unit or position of whoever is casting

    Target Outer Point 

    Target Outer Unit

    Target Outer Unit/Point

    Target Point - casts at a position

    Target Unit - casts at a unit

    Target Unit/Point - casts at unit or position

    Posted in: Data
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    posted a message on How do I do this?
    Quote from Bareleon >>

    I am confused.  No where in the pics does it specify "pylon" so how does the editor know it is that particular building?

     When you store it in the variable, you specify that specific pylon. You could have 20 other pylons in the editor all scattered randomly throughout the map, but if the one that is saved in the variable dies then it will end the game in victory.

    The key here is the variable. This variable saves the last created unit which in this case it's the pylon created after 4 minutes and if this specific building dies then you win.
     
    Posted in: Triggers
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    posted a message on How do I do this?

    To polish it a little bit, I can turn off the trigger and activate it after I assign the pylon to the Pylon Var variable.

    Posted in: Triggers
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    posted a message on How do I do this?

    I just forgot I could place the variable in the event. There.

    Posted in: Triggers
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    posted a message on How do I do this?

    First, create a variable of type unit to store the pylon. ( Pylon var)

    Second, create a trigger that after an amount of time (4 minutes in your case) it will create the pylon and after creating it you save the pylon in the variable. ( Pylon Spawn)

    Lastly, create another trigger that will check if any unit died. Which unit? You will specify this under the conditions (in your case the Pylon ). If it's destroyed then you end the game in victory/defeat for whichever player you pick. (Pylon Win)

    Posted in: Triggers
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    posted a message on Multithreading problem [solved]

    I added a global variable to monitor the threads and a boolean global variable like you said and it works great, just what i wanted.

    Posted in: Triggers
  • 0

    posted a message on Multithreading problem [solved]

    Thank you!

    Posted in: Triggers
  • 0

    posted a message on Multithreading problem [solved]

    Thank you for the response.
    I already have a grasp around multi-threading in general, it's just that I wasn't sure about how multithreading works in this editor. My logic should have been correct but I didn't know these threads are actually "pseudo-threads". That's disappointing.


    Is there a way to command an individual thread to "stop" and continue on the next thread and so on and so on indefinitely? Or rather what commands can I give to each individual thread?

    Posted in: Triggers
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    posted a message on Multithreading problem [solved]

    I'm trying to get a good grasp of multithreading so what I did was create a threading action that returns the first thread that founds a given number, but I also want the other threads to stop once the first thread finds the number. 

     Is my logic wrong? What am I doing wrong?

     

    Posted in: Triggers
  • 0

    posted a message on How to put selection circle under the Model of the unit

    Terrain01

    The problem is simple: how do I place the green selection circle under the Model that I want. Is there an offset option that I can go to adjust this?

    Posted in: Data
  • 0

    posted a message on Unclickable units error?

    @joemart06: Go

    Ah i got it, inside the game you meant. Not within the editor. Thanks a million!

    Posted in: Galaxy Editor Bugs and Feedback
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