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    posted a message on Data editor door

    I can't even get regular Metal Gates to work in my map.

    Posted in: Data
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    posted a message on [Solved] Need help with a trigger

    Ready for this...

    I left out a line of code, I'll let you guess where it went.  The line was:

            Trigger - Turn Heavy Guard Spawn On

    Yeah, I know right...

    Posted in: Data
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    posted a message on [Solved] Need help with a trigger

    Triggering Unit is grayed out.  It's not an option for that specific spot in the code.

    And Triggering Progress Upgrade isn't an option either :(

    Posted in: Data
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    posted a message on [Solved] Need help with a trigger

    Okay, so here are some screenshots of what I've got going on here:

    http://img826.imageshack.us/f/scedit0001.png/

    http://img697.imageshack.us/f/scedit0002.png/

    Everything seems to work, I even get the message on the screen that says "You just completed Heavy Guard research" which is the line of code right before the line of code that isn't working, which is this line:

            Variable - Set Heavy_Guard_Upgrade[(Owner of (Triggering progress unit))] = On

    I assume that's where I'm messing up but no matter what I try, I just can't get the Heavy Guards to spawn for that player.

    I don't know where I'm going wrong.  Is it the variable itself, I'm trying to use a on/off boolean.  Could it be something in the data editor for the unit itself (somehow I don't think so).  Here is a screenshot with the error I'm getting:

    http://img834.imageshack.us/f/scedit0003.png/

    I'm lost.

    Posted in: Data
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    posted a message on [Solved] Need help with a trigger

    I have no idea what's going on but it's making some of my marines spawn with shields and some without...

    I think I've got this all messed up.

    Posted in: Data
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    posted a message on [Solved] Need help with a trigger

    **So I have something that looks like this:**

    Heavy_Guard_Upgrade = false <Boolean[9]>

    **Then an Event:**

    Heavy Guard Purchase
        Events
            Unit - Any Unit uses Engineering Bay - Heavy Guard Upgrade at Generic6 - Complete stage (Ignore shared abilities)
         Local Variables
         Conditions
         Actions
            Variable - Set Heavy_Guard_Upgrade[(Triggering player)] = true

    **Then a Trigger:**

    Heavy Guard Spawn
        Events
            Timer - Every 12.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in Active_Players and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            And
                                Conditions
                                    Player_Imprisoned[(Picked player)] == false
                                    Guard_Post_Alive[(Picked player)] == true
                                    Heavy_Guard_Upgrade[(Picked player)] == true
                        Then
                            Unit - Create 1 Heavy Guard for player (Picked player) at Guard_Spawn[(Picked player)] using default facing (No Options)
                        Else

    **It's not working.  Any ideas?**

    Basically when the player buys the upgrade it's suppose to turn spawning on for a Heavy Guard unit.  I think the problem is the Heavy Guard Purchase part, where it's setting the trigger when all it needs to do it change the value of the boolean for that player to true but I can't find the command in the editor to do that.

    Help please?

    Posted in: Data
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    posted a message on How to create a purchasable upgrade that effects spawning?
    Quote from fr0d0b0ls0n: Go

    The Command Center is a unit, and a upgrade you can buy on it a skill. Is not really different.

    Well, frodo, you really helped me with my last issue and I learned a lot. You're the man. But this, I'm just not wrapping my head around for some reason. You're right, the command center is a unit. I do understand that part.

    Quote from fr0d0b0ls0n: Go

    If you don't care to use some triggers, is pretty easy to do what you want. A skill that does nothing, but triggers an event that disables it and puts a boolean to true.

    I'm not sure if I understand what you mean here.

    Is this correct:

    - I need to make a button, an ability, a requirement and an upgrade in the date editor to make this work?

    - Did I leave anything out?

    - Is there some special magic to the Engineering Bay? In a lot of tutorials, they always seem to want to make a copy of that building for custom stuff.

    I'd prefer not to take a short-cut if that's what you mean. I'm trying to learn all this, it's just I've got a lot of questions. I don't work with computers for a living, I'm a musician, but I use to make maps for Doom/Quake/Warcraft/Starcraft, etc. It's just a hobby I've had for a long time and every generation of game the map-making tools leave me farther and farther in the dust.

    I'd be willing to trade music lessons for editor lessons :)

    -

    I think I'm going to start by just trying to get a custom button to show on the command card in-game like HellRoxYa suggested..

    Posted in: Data
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    posted a message on How to create a purchasable upgrade that effects spawning?
    Quote from fr0d0b0ls0n: Go

    Remember you need to add the Skill to the Unit skills, and add it to the Command Card of the Unit too. Is you don't have requirements they'll show for sure.

    I'm not trying to make a skill for units.

    Posted in: Data
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    posted a message on How to create a purchasable upgrade that effects spawning?

    Sorry, that tutorial didn't help at all. I ran through it about 10 times, checking everything as I went along but all I ended up with was a big mess in my data editor. The button didn't show on the command center.

    That tutorial must be out of date because none of the screenshots matched what I had going on at all.

    I don't know where I'm going wrong. I thought I created a button, I thought I created an ability (I even gave it a cost) but when I launched the game... Nothing.

    I'm going to need more details.

    It's confusing the hell out of me because everything seems so redundant. Put the name of the upgrade in this box, then that box, then select it from this dropdown menu... Calgon take me away.

    Also, all the tutorials you linked too. I've read over them all and none of them cover adding purchasable buttons being added to a command center or any building for that matter. It's like what I'm trying to do is common knowledge to everyone so no one write tutorials on it.

    Posted in: Data
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    posted a message on [Data] Accumulative and Multiple Upgrade with Queue
    Quote from stuntaneous: Go

    just wasted hours of my life on this only to find yes, limiting the upgrade levels makes it magically work.

    originally i had it set to 200, dropped to 100 and mysteriously.. it's all fine.

    Yeah, 100 is the max.

    Posted in: Tutorials
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    posted a message on How to create a purchasable upgrade that effects spawning?

    Hi. Thanks for your time.

    I just learned the trigger editor and have become fairly fluent in it. But I'm trying to do something that requires the data editor and my understanding of it isn't complete (read almost null).

    This is what I have prepared:

    I have a custom building (Guard Post) that's based off of a command center. Each player has one. I have triggers that spawn units at timed intervals for each player. I have the spawn points prepared. I am using booleans to determine which units should spawn by turning upgrade variables on/off.

    What I can't figure out:

    I want to create purchase buttons at the Guard Posts for each upgrade. One time buy (player buys upgrade then player receives upgrade and button goes away for the rest of the game)

    Basically: Player 1 buys Heavy Guard Upgrade - Turn Heavy Guard Spawn On Or Player 2 buys Medic Upgrade - Turn Medic Spawn On

    Also: The reason I think a boolean is best is because I also want a building in the middle that other players can use to pay minerals to turn a chosen players upgrades off. I want the purchasable ability 'button' to turn upgrades off to be in a different building in the center that is accesable to everyone.

    I have no clue how to make buttons that are purchasable that will effect triggers.

    I hope this makes sense.

    Here's what I have so far

    http://img685.imageshack.us/f/scedit0001.png/

    http://img840.imageshack.us/f/scedit0002.png/

    Can someone please give me some advice on what to learn to be able to do this? I've been looking everywhere over the last couple days and there's no tutorial or even map that I've found that does this.

    Posted in: Data
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    posted a message on [Trigger] Understanding Trigger Elements

    I hope you get that page set up soon, I like the way you explain things, the leaderboard tutorial was a good stepping stone towards learning how that worked. I learned a lot.

    If I may, can I request a tutorial on adding upgrade buttons to, say a command center? For example, I'd like to put a button on my command centers to purchase a one time upgrade that makes a custom unit (which I've already created) spawn at a point I've already created.

    Please?

    Posted in: Tutorials
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    posted a message on Dynamic Spawning

    Thanks for that FrodoBolson. I think I might understand a little better now, I played around with it using your advice. I got it to work.

    Is there any way to condense this even more? Here's what all that mess has been shortened to:

    http://img33.imageshack.us/f/scedit0001.png/ http://img841.imageshack.us/f/scedit0002.png/ http://img440.imageshack.us/f/scedit0003.png/ http://img826.imageshack.us/f/scedit0004.png/ http://img693.imageshack.us/f/scedit0005.png/ http://img835.imageshack.us/i/scedit0006.png/

    Next, I'd like to do this:

    There are two variables that are booleans, Heavy_Guard_Upgrade and Armored_Guard_Upgrade. Currently, they are both set to true. I'd like to set them initially to false instead. Then I'd like to have purchasable upgrades at the Guard Posts (Command Centers) that, when purchased turned on the spawning of these units by changing the value for that play to true.

    Could any one possibly lead me in the right direction on what I need to learn next to be able to do this?

    Thanks in advance.

    Posted in: Triggers
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    posted a message on Dynamic Spawning

    You're going to have to go deeper than that I'm afraid.

    Posted in: Triggers
  • 0

    posted a message on Dynamic Spawning

    So this is what I'm trying to do:

    There are 4 teams of 2 players each. Each player starts with a marine spawning at a point every 3 seconds. Throughout the game players can buy upgrades from their CC (named Guard Post in this scenario) to have War Pigs (Heavy Guards) or Marauders (Armored Guards) spawn as well. When the heavy guard upgrade is purchased a war pig will spawn every 15 seconds in addition to the marine. When the armored guard upgrade is purchased a marauder will spawn every 30 seconds in addition to the marine and war pig.

    This is how I have it set up so far:

    http://img690.imageshack.us/f/scedit0001.png/ http://img251.imageshack.us/f/scedit0002.png/ http://img695.imageshack.us/f/scedit0003.png/ http://img838.imageshack.us/f/scedit0004.png/ http://img243.imageshack.us/f/scedit0005.png/ http://img340.imageshack.us/f/scedit0006.png/

    Now, you can probably tell I'm totally new to this by how I've done all this. I am, but once I learn a concept, I retain it. I just need help learning it.

    ULTIMATELY, what I'm trying to achieve is something that works more like this:

    There are 4 teams of 2 players each. Each player starts with a marine spawning at a point every 3 seconds. Players can pay minerals to upgrade their spawns by adding a war pig every 15 seconds or a marauder every 30 seconds. Other players can pay minerals to turn off portions (or all) of another players spawn (either indefinitely or temporarily).

    I know there's a better way to write this code and I think it has something to do with Booleans(?) or Arrays(?) but I don't know what they are or how to use them. Perhaps maybe there's a much better way I don't know about. I guess what I need is a way to dynamically turn spawns on and off in game by paying minerals at your command center.

    Can someone help me with a tutorial for this? And if someone would be willing to actually tutor me and help me with the entire map I'd be grateful for that also. I have a lot more concepts for the map as a whole and will have to learn all kinds of things to finish it.

    Thanks.

    Posted in: Triggers
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