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    posted a message on [Data] Hide train units button

    Is it possible to hide units in the command card? Let's say I've only a hatch, and I only see a drone and an overlord. I make a spawning pool and a morph to zergling apears on larvae appears. Can I do this by data, or can I only do it via triggers?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Worker builds Buildings at different points

    So I made this function:

    BuiltTown
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: BuiltTown()
        Hint Text: (None)
        Custom Script Code
        Local Variables
            ------- Drones
            DronesAvaible = false <Boolean[3]>
            ChosenDrone = 0 <Integer>
            ------- Towns
            TownsAvaible = false <Boolean[3]>
            ChosenTown = 0 <Integer>
        Actions
            Variable - Set ChosenTown = (Random integer between 0 and 3)
            Variable - Set ChosenDrone = (Random integer between 0 and 3)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    And
                        Conditions
                            TownsAvaible[ChosenTown] == false
                            DronesAvaible[ChosenDrone] == false
                Then
                    Unit - Order Drones[ChosenDrone] to (Drone - Mutate into Hatchery targeting Towns[ChosenTown]) (Replace Existing Orders)
                    Variable - Set DronesAvaible[ChosenDrone] = true
                    Variable - Set TownsAvaible[ChosenTown] = true
                Else
                    BuiltTown()
    

    But it still does not work. It still takes sometime the same drone or/and the same point. Any have an idea? I don't see any problem here, but it's not working the way I want.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Worker builds Buildings at different points

    Anyone else have an idea?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] How to check if a unit is in cargo/transport?

    @DarkForce9999: Go

    Something like?

        Events
        Local Variables
        Conditions
            ((Triggering unit) is cargo) == true
        Actions
    
    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Worker builds Buildings at different points

    I've 4 drones that randomly make a hatchery at 1 of the 4 points. I currently have this:

    //Untitled Trigger 001
        Events
        Local Variables
            Town = No Point <Point[3]>
            Drones = No Unit <Unit[3]>
        Conditions
        Actions
            Variable - Set Town[0] = Hatch0
            Variable - Set Town[1] = Hatch1
            Variable - Set Town[2] = Hatch2
            Variable - Set Town[3] = Hatch3
            Variable - Set Drones[0] = Drone [75.70, 77.61]
            Variable - Set Drones[1] = Drone [75.84, 72.45]
            Variable - Set Drones[2] = Drone [70.94, 72.27]
            Variable - Set Drones[3] = Drone [71.39, 77.49]
            Unit - Order Drones[(Random integer between 0 and 3)] to (Drone - Mutate into Hatchery targeting Town[(Random integer between 0 and 3)]) (Replace Existing Orders)
    //
    

    But I want them to not build a hatchery at the same location where one is already build. Any ideas?

    Posted in: Miscellaneous Development
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