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    posted a message on Is it possible to use data from the same bank file in multiple maps?

    On battle.net I mean, I want to make multiple different maps for my map but this doesn't fit into one single map file and I don't want the player to have to start over every time he switches to another map.

    Posted in: Triggers
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    posted a message on Real-Time Variable creation

    @obliviron: Go

    Alright, and think really hard about this one; if you use a value stored in a variable, and you later change the variable, does it change everything where you used the previous value of the variable?

    That's right, it doesn't, because it's not dynamic under any circumstance. If you type in

    X = 5

    Variable = new Variable[X]

    it'll be the exact equivalent of using

    Variable = new Variable[5]

    This is not dynamic, ever.

    Posted in: Triggers
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    posted a message on [solved] Share tech requirements between allies?

    Make it a dummy requirement instead of an actual building requirement, and check periodically for any player having the building, and add/remove the requirement accordingly

    Posted in: Data
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    posted a message on [Tutorial] Unlimited Upgrades

    Wow; that explains so much, I actually manually performed upgrades through "Catalog Field Value Set" because the upgrades refused to function

    Posted in: Triggers
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    posted a message on Different players construct same building?

    @scmapcritic: Go Wouldn't your solution work if you simply checked range first, and if the unit is in range, it will change ownership and then order the worker to build the structure through an "issue order" command, and then after a short delay (0.2~ sec) automatically swap back to neutral ownership? It won't even be visible if you don't change the color with the ownership, and to prevent it from bugging you can turn off the trigger for the 0.2 sec, so that in the rare case that the actions do collide the second player will only have to click a second time (or even do it automatically after the 0.2 sec if you're feeling really fancy)

    Posted in: Data
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    posted a message on Shield ability

    Well; I'm not the best data editor out there; but I really don't think this is possible, and it'll take 4 lines of code to do it in a trigger, so it's your call on how to do it.

    Posted in: Data
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    posted a message on Abilities with triggers
    Quote from gamfvr: Go

    @mark8264: Go

    Currently I'm using a traceline that either gives a target or a point and using the effects based on these two things. Now I can't quite level up these effects if I don't have a command card. So what I need is some way where the player can upgrade them by dialogs, hence triggers or do I have to force myself to turn game UI on so they can upgrade by command card. Or do issue order command instead of using effects while using add behavior to unit to upgrade abilities??

    You can through "Catalog - Field Value Set" (which changes the values of any value found within the data editor for a player) or by executing different effects depending on the level of the ability (this is how it's done with normal abilities). For actually leveling up; you can simply make a dialog button (as you've done with abilities I presume). If you need any help with these just tell me.

    Posted in: Triggers
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    posted a message on [Solved] Finding Teams Using Triggers

    "Allies/Enemies of Player" doesn't work?

    Posted in: Triggers
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    posted a message on Unit Pathing Issue
    Quote from ZealNaga: Go

    @mark8264: Go

    Understanding the Data editor is NEVER easy. :D Good point though. I personally tend to avoid Data editing as much as possible, since it's a real mystery to me and I don't understand half of what I'm doing when modifying data... I assumed triggers were easier, but it obviously isn't true when trying to do something like PvZ...

    Yea I found it really hard to use as well when I switched over from WC3 (where you did everything in triggers); but it's really good and you can do a lot in it, it generally operates faster than triggers as well. Definitely worth learning.

    Posted in: Triggers
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    posted a message on Abilities with triggers

    Not exactly sure what you're asking but I'm gonna try and answer you anyway.

    • You can use effects (that are normally used by abilities) through the "Create Effect At Point/On Unit" action
    • You can upgrade any Effect stat through Catalog - Field Value Set
    • It is extremely hard to Mimic targeted abilities through dialogs/triggers because there currently is no mouse tracking in SC2 (aside from a system that uses highlights on units that is extremely laggy in most cases), thus creating anything other than non-targeted abilities is next to impossible at this point
    Posted in: Triggers
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    posted a message on Adding AI

    You can load the AI for any specific player through Init Melee AI at any point in the game; default computer AI is normally loaded at map initialization with the Melee - Start the melee AI for all computer players function

    Posted in: Triggers
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    posted a message on Action Defenition vs Function

    In GUI you can't use the return value of Actions, but you can use the return value of Functions and you can't call Functions as you would call normal Actions; in Galaxy I'd assume there is no difference.

    Posted in: Triggers
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    posted a message on Change Ai difficulty during game?

    I'm not sure if this is possible, but you can make them artificially yourself by using "Set Difficulty Parameter" and "Set APM" to make them better/worse respectively.

    Posted in: Triggers
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    posted a message on Is Wait MUI?

    Last Created Unit (and Actor/etc) is not local as far as I'm aware (why would it be? It is not an event response)

    Just to clarify; triggering unit was local in WC3, but damaging unit/entering unit/ leaving unit/attacking unit/etc. were not. These are all local in SC2, however, so go right on ahead and use them with waits in between.

    Either way; now that local variables are easy to use in GUI (they were usable in GUI in WC3, but you'd have to use custom script to create them and store them in a temporary global variable) waits are pretty much always MUI. However, do note that waits are not precise as they will deactivate for the wait amount and then queue up behind other triggers to continue the progress. Don't rely on waits to wait exactly the time interval because it will fail you. Use timers if you need exact times (however, these are harder to make MUI)

    Posted in: Triggers
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    posted a message on Unit Pathing Issue

    Why use triggers at all? Just make the unit incapable of turning (go to Unit - Flags and uncheck Turnable) and limit the "Stats - Arc" on his weapon to 2 - 8 degrees or some other low number; it depends on his attack range. It will not be able to attack any other units but the units right in front of him (because it can't turn towards them) so you can just attack move them. Sorry for not making it a page long essay; but I figure it's easier to understand this way. :)

    Posted in: Triggers
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