• 0

    posted a message on Checking unit in region has same height as projectile

    What's wrong with the conditions Height of Unit, Height of Point, Height of Region?

    Posted in: Triggers
  • 0

    posted a message on [NEED HELP!!] Archons Vs. SCV Victory thingy

    How hard can it be?

    Squide
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            Or
                Conditions
                    (Unit type of (Triggering unit)) == SCV
                    (Unit type of (Triggering unit)) == Archon
        Actions
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Number of Living units in (SCV units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                        Then
                            Game - End game in Victory for player 2 (Show dialogs, Show score screen)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Number of Living units in (Archon units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                        Then
                            Game - End game in Victory for player 1 (Show dialogs, Show score screen)

    Posted in: Triggers
  • 0

    posted a message on Preventing triggers from firing multiple times simultaneously?

    @schiZm22: Go

    You can create a boolean that goes true once the trigger fires and goes false 0.5 seconds later. This way, the trigger will have a "cooldown" of 0.5 seconds.

    Posted in: Triggers
  • 0

    posted a message on [Resolved] Which trigger event detects behaviors?

    So you want an event to start a trigger once a piece of data within a behavior changes?

    Posted in: Triggers
  • 0

    posted a message on Spawning units not attacking/moving to point

    You have not created any unit for the "last created unit" to work.

    Posted in: Triggers
  • 0

    posted a message on Mapmaking Trio:Mapmaking team of three

    You have no ideas yet on what your going to make?

    Posted in: Team Recruitment
  • 0

    posted a message on How to spawn a random number of units at a location

    First of all, I'd much rather use a local variable to deal with that unit group, but that's just personal preference. :)

    I'm confused by your question, but if I'm correct you want there to be a higher chance to spawn 1-3 units, and a lower chance to spawn 4-8 units. (or any combination..)

    What you could do, for full customization, is create a local real variable that creates a random real between 0.0 and 100.0. You then evaluate the real number that's been randomly generated to create a set amount of units. The trigger would states, after "Unit - Kill (Picked unit)", another If Then Else-If action, where you could have these conditions, as an example: IF localrealvariable < 20.0 THEN Create 5 Goliath DMG for player (...) IF localrealvariable >= 20.0 AND localrealvariable < 50.0 THEN Create 3 Goliath DMG for player (...) IF localrealvariable >= 50.0 AND localrealvariable <= 100.0 THEN Create 1 Goliath DMG for player (...)

    Hope you understand. What you could also do, is make a quick formula. Because formulas are cute.

    For example, create another random variable, from 0.0 to 90.0, then create (round(10-(sqr^randomvariable)) units. You will see that if random variable = 5 then units created will be 8. random variable = 25 then units created will be 5. random variable = 50 then units created will be 3. (so half the time units created will be less than 4) random variable = 75 then units created will be 1. random variable = 90 then units created will be 1. (above 90 would make the result less than 1, which I don't believe you want)

    You can tweak the formula to your liking. But that's just because I like formulas. In fact, I suggest the above example for you to use :P

    Posted in: Triggers
  • 0

    posted a message on The Unit Tester

    Updated; 17 may.

    Many minor bug fixes (such as upgrades not working correctly and some resources counts being displayed incorrectly)

    Added a pause button, will pause units but you may still issue orders.

    Added a new terrain, 'Ramp', in addition to the standard and the small choke.

    Added a visibility button, where you can switch between only seeing what Red can see, Blue can see or both can see.

    Made some modifications to the base code so creating large numbers of units will not cause error reports anymore.

    Posted in: Project Workplace
  • 0

    posted a message on The Unit Tester

    Hey guys,

    I created a map where you can easily create and test out units. Get to know exactly what composition works great against what!

    Funfact:
    Pitting 16 Zerglings against 12 Marines, on average 7 Marines make it out alive.
    Upgrading armor (150/150) for the Zerglings will conclude in on average 1-2 Zerglings making it out alive.
    Upgrading melee (100/100) for the Zergling will conclude in on average 5-6 Marines making it out alive.

    It's just so awesomesauce, you gotta try it out!

    The Unit Tester

    Posted in: Project Workplace
  • 0

    posted a message on [WIP] Working Title: Mar Sara Remnants

    Has anyone played it yet?

    Posted in: Project Workplace
  • 0

    posted a message on [WIP] Working Title: Mar Sara Remnants

    COMMENT HERE

    To play the map:

    1. Go to your Starcraft 2 Beta folder (C:\Program Files\Starcraft II Beta)
    2. Open "Starcraft 2 II Editor.exe"
    3. File -> Open -> Click Browse -> Select your Downloads Folder -> MarSaraRemnants.SC2map -> OK
    4. File -> Test Document or CTRL+F9

    After an emergency drop of a Medivac under heavy fire of a pair of Mutalisks, a handful of Marines and a Siege Tank is all that's left of the company.

    I have not yet added cinematics or dialogs because I feel those should be added in when the actual gameplay is ready. I will most likely ask the services of a professional writer to create a story while I attempt to create a most interesting experience. This campaign is HARD. Do not attempt if you don't feel like playing a challenge. This is only the first part of many of a great voyage through forgotten Mar Sara. Your task for now is to escape the gorge.

    Please comment what you think. It is actually possible to complete this first, and easiest, chapter with barely any losses.

    Couple of tips: Purple (Spawn) Zerg give no bounty or score, and are mostly part of an endless stream of Zerg. Keep your vehicles, especially the Siege Tank, alive. The Supply Depot can actually survive. Use the cliffs to your advantage.

    More information:

    • This campaign is heavily scripted. There are barely any NPCs without triggers and events attached to them.
    • This campaign does not feature player-controlled Heroes. I dislike the idea of having one powerful unit that you may not lose. Instead, consider all your men to be heroes. It does feature computer-controlled Heroes, though these are simply heavily scripted, customized versions of the basic units.
    • This campaign is bounty-driven. Killing non-looping enemy units bear minerals.
    • This campaign is a massive Work In Progress. Only the first 'level' is completed. It took me so long because it's very likely to be bugfree, too.
    Posted in: Project Workplace
  • 0

    posted a message on Sensor Tower - Burrowed Units on Radar

    @ajdun: Go

    This is because while they may display buried units, these units are also cloaked. You'll have to allow it to see cloaked units.

    I'm too lazy to try, but if you check out every Zerg (burrowed) unit flags, you'll see they're all buried AND cloaked. I don't know if such a unit is still cloaked if you only uncheck the cloak flag.

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.