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    posted a message on [Help] Tool to fix localization

    I doubt it'll be useful once the new patch comes out. If blizzard doesn't add auto-localization I declare them retarded.

    Posted in: General Chat
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    posted a message on Making Baneling always rolling

    Go to it's actor, then Events +, At the upper event ActorCreation, remove "ValidateUnit CentrificalHooksResearch"

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]How to change ingame music

    Thanks, it works! :D

    Posted in: Miscellaneous Development
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    posted a message on Need help manipulating lighting

    Reflections only work when you have the lighting option in the visuals menu on at least high. Any other way will have to work with fog of war or tiny black units that you hide/unhide with calculations etc.

    Posted in: Project Workplace
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    posted a message on Community Project - Minigame/Party Collection

    A minimum of 3 players required, and after that you say no more than 3. I don't get it, do we need to make minigames with 3 or more people required or 3 or less? Both seem kinda odd to me, players required 1-8 would be best imo (I know, when you are alone you always win, but some minigames don't have that, like get to the exit first, you might not even get to the exit at all)

    Posted in: Project Workplace
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    posted a message on [FIXED]How to change ingame music

    How do you change the music that's playing right now? So that the music fades into the new one you want to play? Imported music, btw.

    Posted in: Miscellaneous Development
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    posted a message on Complaint about the forum

    Thanks a huge lot! :D But why don't we just have it save enters...? It's rly annoying... >_>

    Posted in: General Chat
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    posted a message on [FIXED]Upgrading through triggers

    How do you do it? Ordering an unit that has the ability with cost 0 and stuff like that to upgrade into something else does nothing for me... :/ Not even change into a building without the animation... Nothing at all... All other stuff in the trigger works, it feels to me as if the action doesn't work. What I used: Command Center with upgrade to Orbital Command ability. In the trigger I said:

    Unit - Order Base [38.00, 82.00] to (Command Center - Upgrade To Orbital Command) (Replace Existing Orders)
    

    It does nuttin', Can anyone help plz? Would be greatly appreciated :) Any way to make it LOOK like upgraded (name etc. doesn't have to change) is fine too.

    It appears that ordering something to do something doesn't override requirements...

    Posted in: Miscellaneous Development
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    posted a message on counting how much units needed for region effect

    Use a switch (search it in editor) based on the value of 'Units in region matching blabla' (you can set unit types and whether dead/not this way) Case 1: give player 1 10 minerals, case 2 give player 30 minerals, etc.

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    After just entirely re-doing the ability I run into even more problems... (see first post)

    Nevermind: fixed by MASS DUPLICATION ftw...

    Posted in: Miscellaneous Development
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    posted a message on Disabling Global Omni light?

    What I have used for a similar effect is to add fog and make it black. Lights pierce through the fog :)

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    Just once. I'll have to check the 'spawn unit' effect more closely once I come back from dinner...

    Posted in: Miscellaneous Development
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    posted a message on e_arrayIndexOverflow

    Both my initialization trigger and the one that kills give an error, i'll copy the parts with arrays :)

    Initialization:

    • General - For each integer X from 1 to 4 with increment 1, do (Actions)
    • Actions
    • General - If (Conditions) then do (Actions) else do (Actions)
    • If
    • (Status of player X) == Playing
    • Then
    • Variable - Modify Amount of Players: + 1
    • Unit - Create 1 Commander for player X at (Start location of player X) facing (Position of Base [38.00, 34.00]) (No Options)
    • Variable - Set Commander[X] = (Last created unit)

    Kill:

    • General - For each integer X from 1 to Amount of Players with increment 1, do (Actions)
    • Actions
    • Player - Modify player X Minerals: Add 1
    • Player - Modify player 6 Minerals: Subtract 1
    • Text Tag - Create a text tag with the text "+1" for (Player group((Owner of Commander[X]))), using a font size of 24, at (Position of Commander[X]) and height offset 1.0 (initially Visible) can also set whether false is enforced
    • Text Tag - Set Duration time for (Last created text tag) to 2.0 seconds
    • Else
    • Text Tag - Create a text tag with the text ("+" + (Text((Minerals cost of (Unit type of (Triggering unit)))))) for (Player group((Owner of (Killing unit)))), using a font size of 24, at (Position of (Triggering unit)) and height offset 1.0 (initially Visible) can also set whether false is enforced
    • Text Tag - Set Duration time for (Last created text tag) to 2.0 seconds
    • Variable - Modify Player Kills[(Killing player)]: + 1
    • Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(Player Kills[(Killing player)]))
    • General - Wait 2.0 Game Time seconds
    • Text Tag - Destroy (Last created text tag)

    Mmh this new editor is annoying :)

    EDIT: Due to some miracle I have no more problems. I really have no idea why, but hey, I'm happy :)

    Posted in: Miscellaneous Development
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    posted a message on [FIXED]Calldown MULE duplicate problem

    Okay, I found the actor, duplicated it and made it work on my drop marine spell. The problem I have now is that once the marine is spawned from the drop pod, another drop pod falls down the sky. It doesn't spawn a marine, though.

    And thanks for all the help so far! :D

    Posted in: Miscellaneous Development
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    posted a message on e_arrayIndexOverflow

    I get this error quite a lot. What does it mean? Yes, sure, an index that's overflowing, so I'm adressing, in example, paladin[5] when the array goes until [4]. But it has to have to do with something else, as all my variable arrays are like paladin[4] and i'm adressing a max of paladin[4] in my for loops.

    Posted in: Miscellaneous Development
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