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    posted a message on Condition Wait for unit in combat.

    anyone else have an idea how to do this ?

    Posted in: Triggers
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    posted a message on Condition Wait for unit in combat.

    I'll try that. but with the trigger i currently use it might be hard.

        Events
            Timer - Chrono expires
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Day == true
                Then
                    Variable - Set Day = false
                    Variable - Set Temps = (Integer(TempsNight))
                    Timer - Start Chrono as a Repeating timer that will expire in TempsNight Game Time seconds
                    Sound - Play Music LostViking_MusicBossFightLoop (Any Soundtrack Index) for (All players) (with cue Any Cue) and Do make default
                    UI - Display "It's Night!  Prepare yourself!" for (All players) to Subtitle area
                    Trigger - Run ZergBoss  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Turn ZergInvasion On
                    Environment - Set lighting to BelShirNight, blending over 5.0 seconds
                    General - Wait 10.0 Game Time seconds
                    Environment - Set lighting to BelShirFindeNuit, blending over TempsNight seconds
                Else
                    Variable - Set Day = true
                    Variable - Set Temps = (Integer(TempsDay))
                    Trigger - Turn ZergInvasion Off
                    Timer - Start Chrono as a Repeating timer that will expire in TempsDay Game Time seconds
                    Sound - Play Music Music_ProtLow (Unnamed) (Any Soundtrack Index) for (All players) (with cue Any Cue) and Do make default
                    UI - Display "It's Day!" for (All players) to Subtitle area
                    Show "Vote Dialog" dialog for player Host.
                    Trigger - Run StartDay  (Check Conditions, Don't Wait until it finishes)
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Zerg Kill == 0
                        Then
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Warned == false
                                Then
                                    UI - Display "No zerglings were killed last night..." for (All players) to Subtitle area
                                    Variable - Set Warned = true
                                Else
                                    UI - Display "No zerglings were killed for the 2n..." for (All players) to Subtitle area
                                    General - Wait 10.0 Game Time seconds
                                    Player Group - Pick each player in ProbeGroupPlayer and do (Actions)
                                        Actions
                                            Game - End game in Defeat for player (Picked player) (Hide dialogs, Hide score screen)
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Warned == true
                                Then
                                    Variable - Set Warned = false
                                    UI - Display "Warning removed." for (All players) to Subtitle area
                                Else
                            Variable - Set Zerg Kill = 0
                    Environment - Set lighting to Bel'Shir, blending over 5.0 seconds
                    General - Wait 10.0 Game Time seconds
                    Environment - Set lighting to Bel'Shir Fin de journée, blending over TempsDay seconds
    

    i want

    Timer - Start Chrono as a Repeating timer that will expire in TempsNight Game Time seconds

    to start when zerg unit enter combat.

    maybe i should split this into 2 differents triggers.

    Posted in: Triggers
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    posted a message on Condition Wait for unit in combat.

    Hello,

    I am looking for a way to ''wait for condition'' then start timer

    The condition is : The unit of Player 15 (Zerg's team) are in combat. (being attacked or attacking)

    You help is welcome ! ;)

    Posted in: Triggers
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    posted a message on Difficulty selected condition / Level cap

    here's the trigger for the GainXP. I think it's the only trigger that could affect the level cap/xp gain problem.

       Events
            Unit - Any Unit dies
        Local Variables
            probe = No Unit <Unit>
            XP = (0.0 + 0.0) <Real>
            i = 0 <Integer>
        Conditions
            (Owner of (Triggering unit)) == 15
        Actions
            General - For each integer i from 1 to 8 with increment 1, do (Actions)
                Actions
                    Variable - Set probe = Probes[i]
                    Variable - Set XP = (Round((((Triggering unit) Bounty (XP) (Current)) * XPScale)))
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            XP >= 1.0
                            (probe Level (Current)) < 50.0
                            Saved == true
                        Then
                            Unit - Set probe Experience to ((probe Experience (Current)) + XP)
    
    Posted in: Data
  • 0

    posted a message on Difficulty selected condition / Level cap

    i did exactly what is on the tutorial, which of course i already knew. i even deleted the whole behaviors and re-did it entirely.

    I was wondering if there is a Level cap or something i was not aware of.

    Quote from shardfenix: Go

    I won't answer your question, because I'd rather teach you to fish.

    just don't reply next time then, i would prefer that actually.

    Posted in: Data
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    posted a message on Commands card icon all look the same.

    thanks ;)

    Posted in: Data
  • 0

    posted a message on Commands card icon all look the same.

    Hello, I was wondering why do all of the icon are blue-tinted http://imageshack.us/photo/my-images/691/reactorbluewtf.png/

    I will post this in the UI and Data Section since i think it can fit in both section.

    Thanks ;)

    Posted in: Data
  • 0

    posted a message on Commands card icon all look the same

    I was wondering why do all of the icon are blue-tinted http://imageshack.us/photo/my-images/691/reactorbluewtf.png/

    I will post this in the UI and Data Section since i think it can fit in both section.

    Thanks ;)

    Posted in: UI Development
  • 0

    posted a message on Difficulty selected condition / Level cap

    Hello,

    I am kind of new on this forum and i was wondering if you could help me. I was wondering how to increase the level cap to 50. It is 30 atm, i tried adding 20 levels on the behaviors named ''levels'' and changing the ''gainxp'' trigger to: Probe level < 50 instead of probe level < 30

    I really don't know what i did wrong ..

    a public version of MineralZ can be found here: http://www.winvakers.com/sc2/Minerals.SC2Map

    Thanks

    Posted in: Data
  • 0

    posted a message on Difficulty selected condition / Level cap

    thanks man it worked.

    here's the trigger for the gainxp.

            Unit - Any Unit dies
        Local Variables
            probe = No Unit <Unit>
            XP = (0.0 + 0.0) <Real>
            i = 0 <Integer>
        Conditions
            (Owner of (Triggering unit)) == 15
        Actions
            General - For each integer i from 1 to 8 with increment 1, do (Actions)
                Actions
                    Variable - Set probe = Probes[i]
                    Variable - Set XP = (Round((((Triggering unit) Bounty (XP) (Current)) * XPScale)))
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            XP >= 1.0
                            (probe Level (Current)) < 50.0
                            Saved == true
                        Then
                            Unit - Set probe Experience to ((probe Experience (Current)) + XP)
    

    the 50 was a 30 before i changed it.

    Posted in: Triggers
  • 0

    posted a message on Difficulty selected condition / Level cap

    Hello,

    I am kind of new on this forum and i was wondering if you could help me, i wan't to disable the upgrade ''piercing spark'' for all player when the Very Hard difficulty is selected. I've tried many ways and nothing worked :|

    I was also wondering how to increase the level cap to 50. It is 30 atm, i tried adding 20 levels on the behaviors named ''levels'' and changing the ''gainxp'' trigger to: Probe level < 50 instead of probe level < 30

    I really don't know what i did wrong ..

    a public version of MineralZ can be found here: http://www.winvakers.com/sc2/Minerals.SC2Map

    Thanks ;)

    Posted in: Triggers
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    posted a message on Terrainer Looking for work again !

    hello, i was wondering if you had any idea on how to improve the terrain of MineralZ, it's using a rock generator atm

    Posted in: Team Recruitment
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