First off, memory leaks are no longer an issue (well, mostly) in Starcraft II, so you shouldn't ever have to worry about that.
You're going to want to make sure you create a variable for each Dialog Item you create (or just create an Array), so that you can have specific 'A Dialog Button is pressed' responses.
In addition, you could have it so that, when a player selects a certain civilization (i.e. an Industrial civilization), the selected civilization's button will disappear from each player's dialog box.
In the left-hand pane, right-click in empty space. At the bottom of the context menu, mouse over 'New,' and select 'Variable' in the secondary context menu.
Do this once more, except this time making a Trigger as opposed to a Variable.
Select your Variable, and rename it 'myTimer.' You can do this by hitting F2.
While selecting your Variable, select 'Timer' from the drop-down menu in the right-hand pane.
Next, select your Trigger, and rename it to whatever you want.
In the right-hand pane, set it up as follows:
myTriggerEventsGame-MapinitializationLocalVariablesConditionsActionsTimer-StartmyTimerasaOneShottimerthatwillexpirein1800.0RealTimesecondsTimer-CreateatimerwindowformyTimer,withthetitle"Time Until Backup",usingRemainingtime(initiallyVisible)
Feel free to change any of the settings in the above trigger as needed.
Short Explanation: Hey, Beast. I would really appreciate a Bleach-based signature, preferably focusing on the character 'Urahara.'
Please note that I may not be able to fulfill every requirement - some requested images may not be of sufficient quality, etc.
In addition, I may not get to your request immediately, even if it doesn't look like I'm working on another signature.
I'm typically pretty busy, and I spend a lot of my spare time working on my Starcraft 2 map project. However, I promise that I will try to get to your signature as soon as I can - in the order of signature requests received.
Finally, I ask that you give me credit for the signature in your signature. You can do so by simply saying something like 'signature made by Beasttamer,' or by adding the following picture into your signature:
If you have your Data editor in list view as opposed to category view (you can change this via the button directly below the Test Map button in the Data Editor), you will be able to see a field called Events + in the Actor, which is how effects are linked to actors.
An event is triggered by an effect (i.e. if an Archon were to attack, its effect would be Psionic Shockwave (Damage)), and the event controls the results (in the Archon attack case, it would play the Archon's attack animation, etc).
Events are relatively self explanatory due to their names. :)
I only have time for the energy requirement - I'll take a look into the others when I get back in a little while (provided they haven't been answered).
Here's how you do the archon energy requirement:
First off, give your archon energy.
Then, go into the effects tab and create two new effects: 1) ArchonSet - Effect Type: Set and 2) ArchonModify - Effect Type: Modify Unit
In ArchonSet, go into Effects and add both ArchonModify and Archon - Psionic Shockwave (Damage).
Then, in ArchonModify, change the amount of energy in Effect - Vitals + to -X, with X being the number of energy you want each attack to cost. In addition, change Target - Impact Unit + to Source. Note that you have to make the value -X, as any positive value will increase the Archon's energy reserves.
Next, go into the Validators tab and create a new Validator called MustHaveEnergy of type UnitCompareVital.
In MustHaveEnergy, change Validator - Compare to Greater Than, change Validator - Failure Result and Validator - Result - Failure to NotEnoughEnergy. In addition, change Validator - Unit + to Source, and Validator - Vital to Energy.
Go back to ArchonSet. Change Effects - Validators to MustHaveEnergy.
Finally, go to your Psionic Shockwave weapon and change Effect - Effect to ArchonSet.
Provided I didn't miss anything, that should do it.
Again, I'll take a look at the other two things if nobody else has figured them out by the time I get back.
To add a banshee's attack to a marine, all you really need to do is go to Combat - Weapons + and change the Marine's Gauss Rifle to the Banshee's Backlash Rockets.
However, if you made your own weapon, I can't tell you what you did incorrectly unless you send me a copy of your map. If you wish to do so, you can upload a copy to www.rapidshare.com
If your marines aren't doing any damage, that means that your weapon's Damage effect isn't being called correctly. You either A) didn't set a value in the Amount field, or B) aren't having the damage effect called.
If your rockets are hitting the bottom of the enemy command center, there's probably an SOp error occurring somewhere, but I'd have to take a look at your map to find it.
There are two ways to get the mineral pallet into your game.
The first is to enable the following dependencies in this order:
Libery (Campaign)
Liberty Story (Campaign)
Liberty (Mod)
Liberty Multi (Mod)
This will allow you to place the mineral pallet on your map sans issue - it will function as normal.
However, you could also copy the mineral pallet to your map (if you don't want the campaign dependencies).
To do this, you would have to have two maps open simultaneously - your map, and a campaign map (let's say Horner01, for example).
To get the mineral pallet onto your map, you would have to do a lot of copy and pasting.
You would have to copy the Mineral Pallet Unit and all of its linked units (the effects, the buttons, the sounds, everything). Not only this, but you have to go to each and every link and copy all of their dependencies, too (i.e. the actor Floating Text Minerals100 has a link to the effect Pickup Minerals100). You would have to make sure that you copy all of the dependencies. It's a serious pain.
Though I hate to respond to posts with a tutorial, there are far too many possible responses to your question. As such, give this one a shot - it's really thorough and explains many things about the editor.
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First off, memory leaks are no longer an issue (well, mostly) in Starcraft II, so you shouldn't ever have to worry about that.
You're going to want to make sure you create a variable for each Dialog Item you create (or just create an Array), so that you can have specific 'A Dialog Button is pressed' responses.
In addition, you could have it so that, when a player selects a certain civilization (i.e. an Industrial civilization), the selected civilization's button will disappear from each player's dialog box.
0
What 'Status Bar' are you referring to?
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First, open your Trigger Editor.
In the left-hand pane, right-click in empty space. At the bottom of the context menu, mouse over 'New,' and select 'Variable' in the secondary context menu.
Do this once more, except this time making a Trigger as opposed to a Variable.
Select your Variable, and rename it 'myTimer.' You can do this by hitting F2.
While selecting your Variable, select 'Timer' from the drop-down menu in the right-hand pane.
Next, select your Trigger, and rename it to whatever you want.
In the right-hand pane, set it up as follows:
Feel free to change any of the settings in the above trigger as needed.
Hope this helps.
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Beasttamer's Signature Workshop
Hey, guys.
I do a lot of work in Photoshop, and I figured that it would be fun to work on some signatures and/or avatars for you guys.
If you want a signature made, please post a request in some variation of the following format:
Beasttamer's Request:
Please note that I may not be able to fulfill every requirement - some requested images may not be of sufficient quality, etc.
In addition, I may not get to your request immediately, even if it doesn't look like I'm working on another signature.
I'm typically pretty busy, and I spend a lot of my spare time working on my Starcraft 2 map project. However, I promise that I will try to get to your signature as soon as I can - in the order of signature requests received.
Finally, I ask that you give me credit for the signature in your signature. You can do so by simply saying something like 'signature made by Beasttamer,' or by adding the following picture into your signature:
Regards,
-Beast
Workshop Officially Open
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Are you using the 'SetCastShadows' event?
Perhaps you could create a new event using the same trigger, but add the term EffectPeriodIndex with index 6 or -6?
I'm not really sure, I've never tried adding a timer to an event sans triggers.
Maybe I'm overlooking something obvious.
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Yup.
It's under Camera -> Follow Unit Group.
Hope this helps.
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If you have your Data editor in list view as opposed to category view (you can change this via the button directly below the Test Map button in the Data Editor), you will be able to see a field called Events + in the Actor, which is how effects are linked to actors.
An event is triggered by an effect (i.e. if an Archon were to attack, its effect would be Psionic Shockwave (Damage)), and the event controls the results (in the Archon attack case, it would play the Archon's attack animation, etc).
Events are relatively self explanatory due to their names. :)
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@Darvlok: Go
No, it doesn't. It says if player != (not equals) playing, then change ownership.
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I only have time for the energy requirement - I'll take a look into the others when I get back in a little while (provided they haven't been answered).
Here's how you do the archon energy requirement:
Provided I didn't miss anything, that should do it.
Again, I'll take a look at the other two things if nobody else has figured them out by the time I get back.
Regards,
-Beast
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To add a banshee's attack to a marine, all you really need to do is go to Combat - Weapons + and change the Marine's Gauss Rifle to the Banshee's Backlash Rockets.
However, if you made your own weapon, I can't tell you what you did incorrectly unless you send me a copy of your map. If you wish to do so, you can upload a copy to www.rapidshare.com
If your marines aren't doing any damage, that means that your weapon's Damage effect isn't being called correctly. You either A) didn't set a value in the Amount field, or B) aren't having the damage effect called.
If your rockets are hitting the bottom of the enemy command center, there's probably an SOp error occurring somewhere, but I'd have to take a look at your map to find it.
0
There are two ways to get the mineral pallet into your game.
The first is to enable the following dependencies in this order:
Libery (Campaign) Liberty Story (Campaign) Liberty (Mod) Liberty Multi (Mod)
This will allow you to place the mineral pallet on your map sans issue - it will function as normal.
However, you could also copy the mineral pallet to your map (if you don't want the campaign dependencies).
To do this, you would have to have two maps open simultaneously - your map, and a campaign map (let's say Horner01, for example).
To get the mineral pallet onto your map, you would have to do a lot of copy and pasting.
You would have to copy the Mineral Pallet Unit and all of its linked units (the effects, the buttons, the sounds, everything). Not only this, but you have to go to each and every link and copy all of their dependencies, too (i.e. the actor Floating Text Minerals100 has a link to the effect Pickup Minerals100). You would have to make sure that you copy all of the dependencies. It's a serious pain.
Therefore, I recommend the first method.
Hope this helps.
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I would imagine that, if you kept the player slots as user, you could simply do the following:
This means that, should a player not be playing, then all of his units (his nexus/command center/hatchery and workers) will be given to the AI.
How does that work for you?
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Anytime. :)
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You can't use an integer - you have to use a Real. Reals store real information, such as health, etc.
Create a Real variable and do:
Set myVariable = Unit Property (Health of Triggering Unit (Current))
Or whatever you want.
Hope this helps!
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Though I hate to respond to posts with a tutorial, there are far too many possible responses to your question. As such, give this one a shot - it's really thorough and explains many things about the editor.
http://forums.sc2mapster.com/development/tutorials/3888-data-dynamic-beam-chains-intermediate-difficulty/
Hope this helps.