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    posted a message on Help With Triggers - Checkpoints

    @NarcoticNite: Go

    Like some sort of auto-save and restore game state capability... or are you wanting to simulate this with triggers?

    Posted in: Triggers
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    posted a message on Power Level Overwhelming Beta Update

    I've been working away at Power Level Overwhelming. It's in private beta right now, and a release should happen in the next month or so. I plan to continue to add more abilities and variations for the hostile forces.

    This video is just a single player demonstration, but the game is made for 6 player FFA. The gameplay is made to be simple, your goal is to gain over 9000 power. As you gain power, you get upgrades which change how your hero plays.

    Embed Removed: https://www.youtube.com/v/jCdl7aQ3Rkw?fs=1
    Posted in: Project Workplace
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    posted a message on Tutorial requests - power lvl overwhelming

    I've uploaded a new trailer of the map I've been working on, Power Level Overwhelming, which is currently in beta. I figured a fun way to take tutorial requests would be to have people watch the video and post which elements you'd like a tutorial on. It could be triggers, data, or terrain. I'll make tutorials over what people are most interested in. I'd like to do my first tutorials on SC2Mapster, so please don't be shy :]

    Posted in: Tutorials
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    posted a message on ARGH....Actors....Missile impact effect not working :<

    @zenx1: Go

    Might want to look carefully at what you're attaching the actor to then.

    Posted in: Data
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    posted a message on Transport Units - Enables Weapons

    @happy04: Go

    He wants to create turrets on the drop ship that use different weapons than the cargo.

    Posted in: Data
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    posted a message on Map Stealing

    @s3rius: Go

    Oh, haha yea that's pretty easy. Will keep out the non-technical people until someone makes a tool. Maybe they'll come out with a better solution when the map market place comes out.

    Posted in: General Chat
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    posted a message on Transport Units - Enables Weapons

    @Jooon: Go

    Can you add effect / weapons validators based on the cargo space?

    Posted in: Data
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    posted a message on ARGH....Actors....Missile impact effect not working :<

    @zenx1: Go

    I always create the actor using the event of the damage effect. Is the search your damage effect (area effect Dmg)? Maybe post your actors.

    Posted in: Data
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    posted a message on Map Stealing

    @s3rius: Go

    What protection mechanism is used on the maps?

    I feel like modifying maps is more acceptable for remakes like footmen wars and TDs. I'm not sure if that's fair, just how I see it.

    Posted in: General Chat
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    posted a message on Energy Current on unknown units.

    @Virgz: Go

    The way it worked in the original command and conquer is that you had a base Tib. capacity, which could be expanded by additional refineries or silos. Tib. capacity was a formula something like:

    Capacity = (# silos * silo_capacity) + (# refineries * refinery_capacity).

    I think you only lost tiberium if a building was sold / destroyed and (current tiberium > capacity == true)

    Wouldn't it be easier to have a single variable storing capacity? This is the trigger forums after all, energy sounds like a weird data solution hack.

    Posted in: Triggers
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    posted a message on [noob question] ---ing dialogs how do they work?

    @Kitadol: Go

    I usually have an initialization action for the window and a record object type for the window components I want to track. The code below isn't perfect, I think you can actually call a trigger to see if a dialog is showing or not so the bool showing probably not needed. Please let me know if this helps or not. Here's an example window of mine:

    TRIGGER FOR HANDLING TOGGLE SHOW / HIDE BUTTON:

    On Scoreboard Toggle Button Click
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            ------- Scoreboard toggle button clicked
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            (Triggering player) > 0
                            (Triggering player) <= USER_DATA_LENGTH
                            (Used dialog item) == g_userData[(Triggering player)].scoreBoard.toggleBtn
                Then
                    toggleScoreboard((Triggering player))
                Else
    

    DIALOG RECORD

    Scoreboard
        Variables
            showing = false <Boolean>
            dialog = No Dialog <Dialog>
            toggleBtn = No Dialog Item <Dialog Item>
            rankLbl = No Dialog Item <Dialog Item>
            expandIcon = No Dialog Item <Dialog Item>
            collapseIcon = No Dialog Item <Dialog Item>
            entries <ScoreboardEntry[6]>
    

    INIT SCOREBOARD RECORD

    initScoreboard
        Options: Action
        Return Type: (None)
        Parameters
            playerIndex <Integer>
        Grammar Text: initScoreboard(playerIndex)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            i = 0 <Integer>
        Actions
            ------- Create UI - main dialog
            Dialog - Create a Modal dialog of size (348, 220) at (0, 150) relative to Top Left of screen
            Variable - Set g_userData[playerIndex].scoreBoard.dialog = (Last created dialog)
            ------- Create UI - scoreboard header
            Dialog - Create a Label for dialog (Last created dialog)
            Dialog - Set (Last created dialog item) text to (Text "Player" with color (100%, 100%, 100%)) for (All players)
            Dialog - Set (Last created dialog item) size to (120, 20) for (All players)
            Dialog - Move (Last created dialog item) to (SCOREBOARD_ENTRY_NAME_X_OFF, (scoreboardEntryYOffset(0))) relative to Top Left of dialog for (All players)
            Dialog - Create a Label for dialog (Last created dialog)
            Dialog - Set (Last created dialog item) text to (Text "Power Level" with color (100%, 100%, 100%)) for (All players)
            Dialog - Set (Last created dialog item) size to (120, 20) for (All players)
            Dialog - Move (Last created dialog item) to (SCOREBOARD_ENTRY_SCORE_X_OFF, (scoreboardEntryYOffset(0))) relative to Top Left of dialog for (All players)
            ------- Create UI - scoreboard entries
    

    TOGGLE SCOREBOARD SHOWING / HIDING

    toggleScoreboard
        Options: Action
        Return Type: (None)
        Parameters
            playerIndex <Integer>
        Grammar Text: toggleScoreboard(playerIndex)
        Hint Text: (None)
        Custom Script Code
        Local Variables
            player = (Player group(playerIndex)) <Player Group>
        Actions
            General - Switch (Actions) depending on g_userData[playerIndex].scoreBoard.showing
                Cases
                    General - If (false)
                        Actions
                            Dialog - Show g_userData[playerIndex].scoreBoard.dialog for player
                            Dialog - Show g_userData[playerIndex].scoreBoard.collapseIcon for player
                            Dialog - Hide g_userData[playerIndex].scoreBoard.expandIcon for player
                            Dialog - Set g_userData[playerIndex].scoreBoard.toggleBtn tooltip to "Collapse Ranking" for (All players)
                    General - If (true)
                        Actions
                            Dialog - Hide g_userData[playerIndex].scoreBoard.dialog for player
                            Dialog - Hide g_userData[playerIndex].scoreBoard.collapseIcon for player
                            Dialog - Show g_userData[playerIndex].scoreBoard.expandIcon for player
                            Dialog - Set g_userData[playerIndex].scoreBoard.toggleBtn tooltip to "Expand Ranking" for (All players)
                Default
            Variable - Set g_userData[playerIndex].scoreBoard.showing = (Not (g_userData[playerIndex].scoreBoard.showing))
    
    Posted in: Triggers
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    posted a message on Player Help

    @Mr12toe: Go

    I was saying use a player group variable type, not an array. There should be a player group function 'add player to player group' or something along those lines. There is a method that gets the value (player #) from the player group at a specific index of the group. Think of the player group like an array, but the max size appears to vary. You want to select a random index from 1 to 'players in player group' (max size) using the math random integer function. I'd write up the triggers but I'm away from my computer.

    It should look something like - Set variable 'theGuy' = player from player group(random integer from 1 to players in player group(playerGroupVar))

    Look in the math and player group trigger sections using the left hand side of the trigger selection menu.

    Posted in: Triggers
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    posted a message on Player Help

    @Mr12toe: Go

    So you're asking how to pick a player randomly? Player values are just integers. Player groups are collections of players. At the start of the match, add each player to a player group and pick a random index from 1 to the size of the group to select a random player. Create a action, 'give stuff' with a parameter 'player' of type 'integer'. Perform actions using that player index. You should be able to find functions that are built in capable of creating a player group, testing its size, adding players to a player group, testing whether a player slot is active, and etc. If you want to store who 'the guy' is, create a global integer variable which will store the player #.

    Posted in: Triggers
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    posted a message on Get owner of unit

    @mafaraxas: Go

    Owner of unit returns the player. Players are just an integer value [0,15]. Make your actions/functions take in a parameter of type player (integer) and perform actions on that player #. If you need a unit group variable type, just create it on the fly for the action/function and add the player index to it.

    Posted in: Triggers
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    posted a message on [Solved]Ability that allows a unit to stun another unit with it's attack/weapon

    @RurutheWiz: Go

    I created a paralyze effect, not sure if its the best way to go about it. Basically your behavior (buff) can remove abilities like attack and move. If the target has other abilities, you'd want to remove those too. Also, when the behavior is applied, create some sort of effect on the unit that shows it is stunned like the zerg stun model or change the tint color.

    If someone knows a better way, please let me know.

    Posted in: Data
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