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    posted a message on [WIP] Ion Cannon Wars

    Got good news everyone the early alpha build is finnaly up and out on battle.net and is published in north america! So if your out there try it out, not everything is in yet but the hard core mechinacis are in! No AI thou so you will need someone to play against! I am on battle.net as well btw you can send me a message or look me up! Quickshot.929 is me, I will be trying to get some testing work done with some of you on this so if you want to help out just let me know! Map will be up on sc2mapster soon! Thanks all!

    Posted in: Project Workplace
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    posted a message on If-Then Scripting Help

    For Ion Cannon Wars (Map WIP) I created a new If (Condiions) Then (Actions Else Do Nothing action defintion because I don't use else all to often. It works perfectly and 100% open to use. If you want to see it/grab it just download my early alpha map here on sc2mapster and feel free to use it or learn how I made it. I personaly like having it cause it saves me time for if-then-else's that I know will never have an else to them. And I wont have to keep putting 'do nothing' comments like I was lol. Just thought i'd share that for you :)

    Posted in: Galaxy Scripting
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    posted a message on Having Some Problems

    @OneTen4: Go

    All of battle.net is down, WoW update was today with 3.5.5 witch adds real id to wow, and apperntly there having some issues or exteneded down time so not only is it down but battle.net is down as well. Whats happning is the launcher is trying to connect to battle.net for update information and its not getting a response and is therefore stuck. Good news is test map still works from the editor, any other means apprently does not.

    Posted in: General Chat
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    posted a message on Item in slot permits ability to be used. plz help

    @Antimatterthunder: Go

    Always a good way to find a work around but this is a nightmare on wheels particlaurly for multiple players. I would HIGHLY recommand learning about custom action defintions and custom condition defitions and functions, not only will you be able to use less triggers, witch is always a good thing, but it will clean up the code and make find issues and bugs and updates to this much easier for you and anyone else, theres some great tutorials on them in the tutorial forums, and despite what some people may belive or think you do NOT have to use galaxy script to make use of them. In fact you may find you can easily bring most if not all the actions you have set into each one.

    I'm only suggesting this to make things easier on you, granted it wont be easy to recode a trigger this way (never is) but in the long run its more then worth it, in efficencity, preformance (witch is important particualry for lag concerns) and of course modfications/bug squashing. Ethier way cool stuff :)

    Posted in: Miscellaneous Development
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    posted a message on Parameter Allow Multiple

    @SiNiquity: Go

    Did a quick check myself as I always wondered, but it does exactly what it says, allows multiples of the same paramater type to be added. Ever messed with combine strings multiple, or comine text multiple when working with strings/text? Remeber how it had Text+ or whatever as the paramater and you could add multiple paramater types for combining? It uses the Allow Multiple checkbox to do that, so in essance instead of having a paramater type you take and only able to take in one argument you can acutally put in multiples by using this option.

    To try it out, take any fuction/action/condition etc you may have and find a parameter and check the box Allow Multiple, now goto a trigger or another function/action/condition, where ever you call that unction/action/condition you just checked the Allow Multiple on and go to that paramater. Now right click on the paramter type and click on select new paramater, you can do this as many times as you like.

    Havn't really played with it myself but neat stuff. Hope that helps.

    Posted in: Miscellaneous Development
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    posted a message on Action as a Result of This?

    @Nothing5: Go

    Add a new trigger, look under the Unit Selection catagory and select Unit is Selected and press okay. Leave any unit as any unit, and leave selected as selected. Set the player to the player you want this trigger to effect, if you don't care about players or its a single player map leave it as any player. Now under local varibles add a new varible, name it something like tmpUnit and make sure its type is set to Unit, change its default from No Unit to Triggering Unit (Under functions, Unit Catagory)

    Next under actions add a new If Then Else action (under Genreal Catagory) Under If add a new condition, and select comparsion. For value 1 double click it and select Unit Type (Unit Catagory), for the unit double click it and change it to your tmpUnit varible you set in the local varibles portion of the trigger. Now for the Value 2 part of the comparssion, Double click it and find the beacon unit type you want. With it highlighted/selected click okay, your comparsion is done.

    Now under then, add a new action, set varible should be selected by default so press okay. Double click Varible and select your gloabl varible that you want to set to true. Once selected press okay, and under value 2 double click and just make sure the true checkbox is checked and press okay. Finnaly under else add a new action, again set varible should be selected by default so press okay. Double click Varible and again select the same global varible that we just set under then. But this time in Value when you double click it, do not check the checkbox just leave it blank and press okay. Thats it your done!

    Baiscly everytime the player selects a unit, we check to see if that selected unit is a specifc unit type, if it is not then we set your global varible to false, if it is we set it to true. Simple and very basic but hopefully a good starting point, hope it helps!

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    Well I made somewhat of a breakthrough and it really did have nothing to do with pathing. First to make sure you can use the beacon, give it a proper pathing map i'd say the same pathing size as your building to go on top of it, then make sure it collides with ground, burrowed and structure and finnaly on the layer make sure ground is checked. Yes this will not allow any units to go over top of it, but thats fine after all help 'reserve' the space basicly.

    It seems the acutal build on is linked to some events under vespene gyser and the like. Whats odd is the event gets its called from a behavior, i'm not 100% sure what its all about but I do know if you add the raw vespne gas behavior to the beacon and have all thoese other settings set, and then place built on to the beacon, you can now not only be able to build on the beacon but it acutally will work! Only major issue i encountered was I was able to place multiples on top of each ethier, ie once its built it dosn't stop you from building another on top of it, I tried a varation of pathing, collides and etc to try and fix it but had no luck.

    Ethier I missed somthing or it has something to do with the behavior or more likely the evnts that it calls. I wouldn't considered this a long term solution to what you want to do, but definlty a major starting point, with some more hours of investigation i'm sure you'll figure it out. I hope this helps.

    Posted in: Miscellaneous Development
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    posted a message on Minerals from building being in a region

    @siege911: Go

    Hmm well I looked into it a bit for you, first make sure you do the built on for the acutal unit, if your doing that great. Beacons dont seem to even register my guess is pathing, but even regardless just trying a unit setting it to another unit like a command center or whatever for built on and then trying to place it alway ends in a lockup/crash! Hmmm I tried a few things still nothing so just out of plain curosity I set its build on to a normal vespene geyser and what do you know it worked....so intresting, my best guess/advice is look at the vespene gysers in paticluar, if I had to wager a guess it has something to do with pathing on the unit and maybe more.....i'm going to see what else I can find real fast. Let you know if I learn anything else.

    Posted in: Miscellaneous Development
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    posted a message on Item in slot permits ability to be used. plz help

    @Antimatterthunder: Go

    A way to make this simpler and easier and as plus use no triggers may be to use a behavior. From what I read your trying to make a specific item being 'carried' by the unit enable or disable an ability? Alright if thats correct heres how you can do that using a behavior. First create a behavior of type buff that works well and I use i all the time, only change you need is under the behavior flags make sure to change it to have hidden checked. All done with the behavior, next goto your item. Under the Carry Behaviors field add the new behavior we just created to it. All done with that, and now the final step, to make this work we will need a new requirement, so create a new requirement then double click the requirement+ field, under the Use folder right cick and select Add New Requirment Node, next select the newly added And and in the drop-down change it to Less-Than in the tool-tip put in some text like Hero must be Carying 'some' item. for example, next right click on the Less-Than back in the tree view, and click add requirment node again, make sure the new And is slected and from the drop-down change it to Count Behavior.

    Now for the Alias find the behavior we created and added to our item, after that change the State Drop-down to Completed at Unit, with that done in the upper left change the view from tree view to Expression, don't panic just follow along, after the < sign delete the two parantheses () and type in a 1 with that done change it back to tree view and you should now see and added node that says Constant 1 now click ok. Congrats you created a brand new requirment! Now goto your ability that you want and Double click the Commands+ field for the ability. Select the Execute Command and down bellow under requirments change the view change it from button to tree (make it easier to find you requirment this way and also to fix a bug that can happen where you dont see anything in the requirment selection view) Find your requirment you just created and select it, as soon as you do that you will see the requirment in both the command Execute field and also the Requirement: field.

    Click ok and save, and thats it your done! Make sure you delete or disable your old trigger to prevent any issues/interfernce. Now when you go in game if the unit dosn't have the item on them, the ability should be greyed out and when you mouse over the ability it will show under the Required: field the text we entered, go pick up the item and now the ability should be avalible for use! Hope that helps.

    Posted in: Miscellaneous Development
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    posted a message on Unit is Invincible when..?

    @Nothing5: Go

    One way you could do this is by creating a behavior buff, in the behavor modfictions sections under the bahvior flag you would have invunerable set to enabled, so basicly this behavior will make the unit invunerable, then set its flags field to hidden and finnaly what makes it really work is under behavior vaildators disable put in a vaidlatior that checks a units hieght field so say like in your example you want less then or equal to 0, setup a vaildatior with a hight check for the unit being greater then 0 and place it in the bahvior under the vaildators disable field.

    What happens is whenever that vaidlatior returns false it disables the behavior completely, thus making the unit vunerable again. I've done something simlar for catching a unit before it dies to help simulate a death instead of that unit dying, so it does work. As to what vaildator to use my best guess would be to create a new vaildator of the type Unit Compare Field since as far as I can see there is no direct vaildaitor to check the units height. Change the Vaildator field entry to the same field entry id for the unit height (i'm assuming it will have to the raw id so to get that simply goto a unit and click the view raw data button and look for the unit id height in this case i've done it for you and the raw id is CUnit_Height (yes case senstive! so make it eact)) then in Vaildator - Value field but the height you want to compare, in this case 0 and change the Vaildator Compare to Greater Then and you should have a vaidlator that compare the unit height to see if its greater then 0.

    Just add that to the behavior disable as I said and anytime that vaildator returns false the behavior gets disabled. Whats great about this is if the unit comes below 0 as you want then hes vunerbale but if he goes above 0 again hes now invunerable and back and forth. Please note I havn't tested this exact idea but from everything i've done and messed with this should work. I hope it does and I hope i helps!

    Posted in: Miscellaneous Development
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Have to say I like this direction and its a nice twist with the Mercenaries, dosn't make it just 'all about the items' now so it should be intresting to see where things go with that, look forward to playing it. As for hero ideas, A changling hero may be a neat things to do, being able to not only 'look' like another unit but also make another 'unit' look like it or another unit, could be an intresting hero to do, all other heros I can think of may be a bit too complicated atm. If I think of anymore i'll of course post or let you know :)

    Posted in: Project Workplace
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    posted a message on [Trigger] Trigger Editor Best Practices
    Quote from UmbraLamina: Go

    You mentioned libraries, in addition though... by going to data->manage labels (off the top of my head) you can define your own labels for your library. This can be useful as keeping your functions/events/conditions separate from the built-in blizzard ones which can make it a lot faster to find them.

    Well hot-damn look at that! Heh not sure how I missed that, thats a very usefull thing to have indeed, thanks for the info Umbra!

    Posted in: Tutorials
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    posted a message on Custom tower unique model and firing sequence

    @oneightseven: Go

    Couple tutorials to look up for that is creating your own unit tutorial witch i belive also contains a basic weapons tutorial, there is also other weapons tutorials out as well for more advnaced projectiles out there. Tutorial fourm/wiki list is always a good start!

    Posted in: Miscellaneous Development
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    posted a message on What not to put in a TD?

    Sounds like some good points, and sounds like hopefully i'm going the right direction with my own TD map i'm working on. (think a combonation Elmental TD from WC3 and Standard Tower Defense thats out for SC2) I figure i'd check with you guys on something, do you like host options? Besides the straightfoward 'diffculty' addtional options/play types with varations that the host can pick and choose at the start of the map, like for instance how many lives max you have (default 20, but can choose 10, 20, 30, 40 or 50) and how about a 'Do or Die' mode where you only have 1 life to create a real challange? Any thoughts on this?

    Posted in: Project Workplace
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    posted a message on Minerals from building being in a region

    @siege911: Go

    You can do this without triggers if its being done from a unit and your specifing the specific slot by giving the unit a buff behavior that has an effect for modifying the players resources. I did someth simliar in my ion cannon wars map i'm working on. The players command center give a small amount of resoruces every 2 seconds and on the map are various 'mines' the players can control that gives 10 minerals (for mineral mines) and 4 vespene (for gas mines) every 2 seconds. Although I did the acutal capturing and losing control of the mine through triggers, the acutal perodic resources are pure data editor.

    You can take a look at my early alpha map to see how I did it (its on sc2mapster), or take a look at my perodic resources tutorial on the tutorial fourm/wiki list. Using data for this will save you triggers witch is a good thing and also will keep the resource modifying for the player as accurate as possible. Ethier solution is fine, but its not to much work to make a behavior buff like this. Hope it helps!

    Posted in: Miscellaneous Development
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