I dont know what did blizzard do but its now even worse than before. Its now sometimes showing .00 after number and sometimes not. (I wasted half hour cause I thought they actually fixed that)
Indeed. I had same situation. I ran my map and suddenly it was all with .00000
If I create units at first it applies but after awhile it wont apply the buffs to them.
It doesn't work this way. Either trigger works or not. Maybe you change something after "a while" and it makes trigger not work.
Also you didn't mention how you create your units.
If it's via Behavior then you use 'Unit is Created' event.
If it's via 'Create Unit' then you may use 'Unit enters region (map)' or simply preform action right after creating unit in same trigger/action.
I have a unit if its in a region, easy, medium, hard it should apply 2 buffs (not to the unit in one of those three regions but to all units on the map) - 1 buff to all human player units already created or to be created - 1 buff to all NPC player units that will be created by a trigger
When unit enters region use 'Unit enters region' event, 'Pick units in (units in region (map) owned by specific player)' and apply buff to picked unit.
When unit leaves region use 'Unit leaves region' event, 'Pick units in (units in region (map) owned by specific player)' and remove the buff from picked unit.
When it comes to created units. Whenever you should apply the buff (after creation) you can pick all units in your buff region, 'If owner of (picked unit) == owner of (created unit) then apply the buff'
So basically it's the same thing as simply copy/pasting triggers from one map to another?
That's obvious. Any library in any computer language could simply be copy pasted in code form. Point is to have it as sort of extension. Also as bonus libraries can hide their internal variables and functions so all you get is an clean API to work with.
Tho in galaxy libraries are fairly limited as there's no class support, not even struct parameters/return so in the end you will still work with Strings, Integers etc
Did you ever had this "dream" about having lots of items in you map?
Did you tried to make this dream come true?
How much your mental health suffered in this process?
With Nerfpl's Item Generator this never been easier!
Features:
Tier, Prefix, Suffix based. Any combination with any amount of base item templates is possible.
Any amount of levels.
Availability of tier, prefix, suffix per level.
Availability of prefix, suffix per class.
Automatic tooltips.
Supports custom attribute behaviors.
Session saving.
Everything customizable.
XML Output
Possiblity to Inject data into map (Thx to SBeier)
Well, everything is explained in tooltips also theres Tutorial button if you need.
It goes something like this
Define base item - skeleton/template. This item can have base values like 10 damage etc. Also it defines certain aspects like button or class.
Optionally at this stage you should define any attribute behaviors you want to use.
Define base growth if you need. This will cause item to 'grow' in stats with each level.
Define list of Prefixes and Suffixes. Those are created for each possible combination of item unless they are filtered for defined conditions.
Define list of Tiers. Those are multiplers for item's stats. For example 'Weak' item can have 0.7 multiper for stats were 'Epic' 2.0 etc. In addition those define item color name and global actor per tier.
Configure how you want all stats to be named, how to display thier values in tooltips etc.
Hit Generate
Now you can either copy paste XML Data (right click to avoid paste limit) or use Inject to save directly to your map.
no matter what you will end up with big amount of event firing.
My personal approach is that i never use one type of event more than once. I redirect all data to custom actions and then they check is it their data and should they do their logic or not.
I use TriggerAddEvent only when i know i have some collection of objects which otherwise would have to be iterated thru. But that's only the case if i apply actions on triggering object itself, or is easy to identify linked object. Otherwise it makes no sense since i will have to iterate thru collection anyway.
For example i have "Create close button" action for dialogs. It takes dialog, creates button, adds the button event to initially empty trigger, and trigger only references dialog containing used item and hides it.
2 - You can't really say. Heck we don't know if it's for example unitA rising event directly or is found in similar manner as 'any'. There's not enough (if any) technical info about Galaxy.
3 - This is also somehow risky due mentioned lack of info. You don't know what happens with event if linked object does not exist anymore. Sometime it may result in 'Any'
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@Simoneon: Go
make a dialog with those 5 bar images. store them in bararray[5]
On update.
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it depends on your resolution, font size and browser overall.
If you'r using Chrome i recommend Style Bot extension. With it you can display any site any way you want.
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For whatever reason 'Any game link' doesn't like structs.
make famous 'takes string returns string function' and it will work
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make sure your struct init is above calling function.
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Indeed. I had same situation. I ran my map and suddenly it was all with .00000
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You're Welcome. If you find any bugs/errors pm me or post here.
Just check download link to make sure you have latest version. I keep finding new bugs
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It doesn't work this way. Either trigger works or not. Maybe you change something after "a while" and it makes trigger not work.
Also you didn't mention how you create your units.
If it's via Behavior then you use 'Unit is Created' event.
If it's via 'Create Unit' then you may use 'Unit enters region (map)' or simply preform action right after creating unit in same trigger/action.
Indeed, that makes no sense.
When unit enters region use 'Unit enters region' event, 'Pick units in (units in region (map) owned by specific player)' and apply buff to picked unit.
When unit leaves region use 'Unit leaves region' event, 'Pick units in (units in region (map) owned by specific player)' and remove the buff from picked unit.
When it comes to created units. Whenever you should apply the buff (after creation) you can pick all units in your buff region, 'If owner of (picked unit) == owner of (created unit) then apply the buff'
0
That's obvious. Any library in any computer language could simply be copy pasted in code form. Point is to have it as sort of extension. Also as bonus libraries can hide their internal variables and functions so all you get is an clean API to work with.
Tho in galaxy libraries are fairly limited as there's no class support, not even struct parameters/return so in the end you will still work with Strings, Integers etc
0
in case of units AI you can see it, Im not sure about waves but i guess you also can.
Click Modules or whatever in upper menu, find console, type browse, there are all those triggers. AI and everything is in galaxy.
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NitG
Assets Page
Description
Did you ever had this "dream" about having lots of items in you map?
Did you tried to make this dream come true?
How much your mental health suffered in this process?
With Nerfpl's Item Generator this never been easier!
Features:
How to use
Well, everything is explained in tooltips also theres Tutorial button if you need.
It goes something like this
Requirements
Microsoft .NET Framework 4 (Should be on any modern system)
Download
0
compare player, or Player in Player Group. If in Group (Players on team 1) create unit here, else create unit there
0
no matter what you will end up with big amount of event firing.
My personal approach is that i never use one type of event more than once. I redirect all data to custom actions and then they check is it their data and should they do their logic or not.
I use TriggerAddEvent only when i know i have some collection of objects which otherwise would have to be iterated thru. But that's only the case if i apply actions on triggering object itself, or is easy to identify linked object. Otherwise it makes no sense since i will have to iterate thru collection anyway.
For example i have "Create close button" action for dialogs. It takes dialog, creates button, adds the button event to initially empty trigger, and trigger only references dialog containing used item and hides it.
2 - You can't really say. Heck we don't know if it's for example unitA rising event directly or is found in similar manner as 'any'. There's not enough (if any) technical info about Galaxy.
3 - This is also somehow risky due mentioned lack of info. You don't know what happens with event if linked object does not exist anymore. Sometime it may result in 'Any'
0
great, big thanks!
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ok, got 3 new, thanks. Any more? :)
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How, other than enGB, map locales are named?
i guess there's one for US and one for ?Chinese?