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    posted a message on [Thread] Many Trigger B wait for Many Trigger A That Manipulates the Same Global Variable

    I later found an event Unit Training Progress that should be the combine of the two, but the triggering player is still just the owner of unit instead of the player that pressed the button. So I moved on by creating a shop for each player and have a trigger for each shop to capture the transaction. Thanks!

    Posted in: Triggers
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    posted a message on [Thread] Many Trigger B wait for Many Trigger A That Manipulates the Same Global Variable

    The shop is a structure that will build certain units, but the shop is owned by a neutral player because I would like it to be shared  control to other players. Like I described, the unit create trigger will return player neutral for the function triggering player, limiting the options to use global variable. Well, if possible, I definitely would like to know if there exists a function that returns the player integer that actually casted the ability instead of just the owner of the unit that casted the ability.

    Posted in: Triggers
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    posted a message on [Thread] Many Trigger B wait for Many Trigger A That Manipulates the Same Global Variable

     Hello, I am hitting a problem that probably requires testing in the public. I did my fair amount of reading from https://www.hiveworkshop.com/threads/triggers-and-scripting-mechanics-in-starcraft-ii.209487/ , the reading did not discuss about how one trigger wait for the other trigger works.

     

    So I have triggers:

    Question

     

    At the bottom, the ability use trigger(A) remembers the triggering player, the unit built trigger(B) will wait for the ability use trigger to finish in order to send the built unit to the correct player. The reason I did this is because (A) does not have the built unit yet, but the triggering player, and, (B) does not have the triggering player, but the built unit. In a single player condition, this should work fine because (B) will wait for (A). But in a multiplayer condition, if (A1), (A2), (B1), (B2) are created in this order, will (B1) wait for (A2), or the system is smart enough to order it (A1)(B1)(A2)(B2)? This race condition is really bothering me, and I would like to solve it before I release the map. Thanks!

    Posted in: Triggers
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    posted a message on Data Modification Different In Arcade

    I have most of my data using Void Multi. I am in a situation that if I remove something, some of my data yells they are using it. But if I add something, they override and create a messy map texture and console keeps telling me data duplicate. I think my original was Void + Swam + Liberty, not sure if some of them are campaign or not, but when I edit the Data module, I only see these 3 and my map name as categories. However, now I can't even return to that because dependencies keep telling me to add more stuffs. Is there a way to export my data changes, then I import it back to the map when I made some adjustments to the correct dependencies?

     

    Thanks man for keeping up.

    Posted in: Data
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    posted a message on Data Modification Different In Arcade

    Alright, I edited the dependencies, now my map's texture looks glitched and I get more errors in game. My dependencies:

    Void(Mod)

    Void Multi (Mod)

    Void (Campaign)

    Void Story (Campaign)

    Swarm (Campaign)

    Liberty (Campaign)

    Liberty Story (Campaign)

     

    Any suggestion for the order and the list?

    Posted in: Data
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    posted a message on Data Modification Different In Arcade

    Hello. I made a few changes in the data module and it worked in testing. But when I published the map and test it single player in arcade, it does not work.

    My map: Cat 'N Mouse Red Sea Beta V1.4

    Problem:

         1. Overlord movement speed is set 1.875, but it is 0.59 in the game.

         2. Nova can create 3 clones that can do everything the same except casting abilities, but she creates 1 clone that does nothing in the game.

     

    I think my problem has to do with publication of the map failed to record some of my changes. Because all my other changes worked.

     

    Any help is appreciated.

    Posted in: Data
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    posted a message on [Solved]Hold/Stop Unit From Building/Structure placement.

    @DrSuperEvil: Go

    I figured how to stack buildings just like in Starcraft 1 (Without the vision on/off). In the footprints of the building, select Placement Apply in Layer, select Set (None), in Define Sets, turn off the flag No Build. Then go to the worker ability(TerranBuild/ProtossBuild), in Stats, change (Basic) Stats: CAbilBuild Range from 0 to 0.55. It is a magic number that I figured out by many tries, 0.54 won't work. I only tested it for Protoss with Probe.

    I tried other settings, but all of them had side effects.

    Thank you for the discussion. I hope this will help others.

    Posted in: Data
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    posted a message on [Solved]Hold/Stop Unit From Building/Structure placement.

    @DrSuperEvil: Go

    Yea, I am working on stacking building. I read some posts here, I learned how to do it by changing the footprint. I found out the probe can build on buildings, but it can't get close to the center. So I changed the Mover of the probe to Construction/Constructing <- I am not sure. The probe can go into a building and stack now, but I have the current problem.

    I tried turn off all ground collision flags, it worked, but the probe can bug through any terrain(Ground to water, Ground to upper level, etc).

    Posted in: Data
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    posted a message on [Solved]Hold/Stop Unit From Building/Structure placement.

    @DrSuperEvil: Go

    Hi, there. I mean the probe moves toward the closest destination outside of the building.

    Posted in: Data
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    posted a message on [Solved]Hold/Stop Unit From Building/Structure placement.

    Hello, everyone. I am trying to stop the probe from making space for the structure when it wraps the structure on its space.

    My first approach was to change the footprint's placement apply on the space. I disabled the Ground - No spawn to see if it commands the probe to leave.

    My second approach was to change the probe's land collision, I disabled all land collision. It worked, but the side effect is that the probe can pretty much go everywhere, I mean it can go through cliffs too. I tried to fix it by turning only groundCollision2 on, it fixed the cliff problem, but the probe started running away from structure again.

    My assumption is the model that the construction placed, but I do not know what to change for the model.

    Please herp. :)

    Posted in: Data
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