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    posted a message on basic trigger help
    Quote from Hakiki: Go

    Created an example for you that runs on a periodic timer so it will trigger as long as you have a baneling in each of the regions.

    Trigger Events Timer - Every 5.0 seconds of Game Time Local Variables Conditions (Unit type of (Unit 1 from (Baneling units in Region 001 owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) == Baneling (Unit type of (Unit 1 from (Baneling units in Region 002 owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) == Baneling Actions Unit - Create 1 Mutalisk for player 1 at MutaliskSpawnPoint using default facing (No Options)

    If you just want it to happen once for each time you bring a baneling into the regions you'll have to use a "unit enters/leaves region" event and switch out one of the conditions for a "unit type of triggering unit == baneling", and duplicate and edit the trigger so you'll have one trigger with conditions for each of the regions.

    timed events are terrible NEVER use them they are NOT dependable on Battle net. and they will never work when you need them to if they error on battle net at all for any reason, battle net will disable it and your trigger will be useless. not to mention the lagg involded with everyone in the game having a timed event that goes off every .5 seconds.

    make the event:
    when any unit enters region

    Posted in: Miscellaneous Development
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    posted a message on [Contest] 3D Modeling
    Quote from Tridgit: Go

    Whos the main character?

    (im comfy under ma rock mmk)

    Lightning =)

    Posted in: Artist Tavern
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    posted a message on [Contest] 3D Modeling

    submissions can be e-mailed to me [email protected] in case you do not have dropbox or filefront to PM the download link. to make it clear it is required to have the 3d model to me in some form whether it be map or a 3d file extension in order for your entry to be valid. I did make it clear that i was running the contest for the models.

    Posted in: Artist Tavern
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    posted a message on Final Fant......Evocation!
    Quote from DarkForce9999: Go

    So pretty...

    thanks =) you get to see it first hand tomorrow, i have not tested it with people so there is a very good chance it is going to blow up and die tomorrow and ill have to do several tests. i hope the bug list is not that big lol.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    I created my own functions to destroy the dialogs and re-create them. if you want it to loop the dialogs back open do not destroy them re-open the with the show/hide dialog in the dialog section of the functions. and this is a viable IU with just show/hiding if its only for 1 player. Otherwise you have to create custom functions to re-create the menu every time to player click the menu button and destroys the menu when the player closes the menu.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    @Pandaros_Brewmaster: Go

    oh also you need to create a dialog for each player with their own array assignments. and the buttons on those dialog boxes with their own array assignments or you are going to have players opening and closing the same dialog box on each others screen. You should also destroy these boxes instead of hiding them for 2 reasons, memory (you are limited by 2.5megs) and if any information updates on the dialogs you need to re-create it so that updated information is reflected in the dialog. so make a function that creates the players dialog and another that destroys it to simulate open/close.

    Posted in: Project Workplace
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    posted a message on Completely Custom UI (decently advanced map editors will understand this thread)

    nice work i am also in the process of creating a complete custom ui. It's looking good.

    Quote from Flapjack46: Go

    With dialogs, it is ALSO a pain in the ass, if one wants to create text at a x,y position, the only features available are; Button (this works, but is limited (50 MAX BUTTONS AT A TIME)/Unassigned Dialog (which is useless, cause if you destroy all dialogs (turn them off), GG).

    you can create as many buttons as you want, you are using screen buttons under the UI category witch you should never use because those display for every player (unless you intend to have a static button available at all times for players). you need to use the dialog button and embed the button in your dialog box. If you intend for this system to have more than one player you will need to re-work it.

    also, you can create 2d test anywhere on the dialog box using the (label) function under the dialog category and here is a good list of different fonts.
    http://static.sc2mapster.com/content/attachments/3/164/3ICE_s_SC2_Styles.jpg

    Here is an example of my UI:
    http://forums.sc2mapster.com/development/project-workplace/1546-final-fantasy-13-open-rpg/#posts

    Posted in: Project Workplace
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    posted a message on Final Fant......Evocation!

    ok guys got the party system and party menu done and its ready for testing! see the video on the first page!

    Posted in: Project Workplace
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    posted a message on MilkyWay Editor info

    @Sholdak: Go

    wow i love this reminds me of eclipse (The UI) =) can't wait til release!

    Posted in: Third Party Tools
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    posted a message on Final Fantasy 13 party system Testing sign-ups! (US)

    @s3rius: Go

    well the test is basically just going to be party functionality. inviting people, leaving a party passing party lead, and kicking people. also to see how the interface reacts to it.

    i am having a lot of trouble with this right now and may need to push the test back i cannot get the drop down to work correctly, for some reason only the player you are currently can be clicked on so im looking into that. after this but it should be ready for player test.

    Posted in: Project Workplace
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    posted a message on Protecting Map

    @Sixen: Go

    i cant see the triggers from the map in that folder seems to be protected.

    Posted in: General Chat
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    posted a message on [Data] How to use mods, pictures and sound.

    Hey guys here is my attempt at a video tutorial on importing pictures using the trigger editor and sound using the data editor to your map. these techniques should give you the knowledge to import almost any type of supported data in your map =). enjoy.

    Embed Removed: https://vimeo.com/moogaloop.swf?clip_id=12292453&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=00ADEF&fullscreen=1
    Posted in: Tutorials
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    posted a message on Protecting Map

    @Sixen: Go

    where does battle new download the map to? i cant seem to find any of the maps i played

    Posted in: General Chat
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    posted a message on Final Fantasy 13 party system Testing sign-ups! (US)

    @frasze: Go

    i wish there was a way! i have some major bugs i am battling with right now as far as the party system is concerned.

    Posted in: Project Workplace
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    posted a message on [Contest] 3D Modeling
    Quote from Triceron: Go

    Here's my submission

    Snow Villiers

    Screenshot taken from SC2 editor

    1814 polys - 512x512 Diffuse Map - 512x512 Normal Map

    Please PM me the map with the model or the model file.

    nice work =)

    Posted in: Artist Tavern
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