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    posted a message on Region Doesnt work! =(

    I am retarded! So basically I was having issues with the load time and setting unit groups at map start up so I turned off the trigger initially to allow it time to set unit groups (Which seems to be required otherwise any unit will trigger these events, and since I have beacons there it goes off at map start up). I created a turn on trigger after the first blocker is killed and forgot about it. Needless to say the problem is solved. Thanks for the info on the unit groups though.

    Posted in: Miscellaneous Development
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    posted a message on Region Doesnt work! =(

    So basically at start of map I set unit to unit group marines and it works for level 1...but it won't work for level 2. I tried resetting the unit to group at the end of level 1 just to see if it was doing something weird.. no luck. I tried changing the point to a region and still nothing. The trigger isnt fully written, but it should at the very least do the first simple task of creating a blocker... so my conclusion is that the event isn't triggering... and I dont fully understand why. Anyone has any thoughts?

    Spawn 2

    Events

    Unit - (Unit 1 from Marines) Enters within 2.0 of Level 2 Point

    Local Variables

    Portal 2 = false <Boolean>

    Portal 3 = false <Boolean>

    Portal 4 = false <Boolean>

    Portal 1 = false <Boolean>

    Conditions

    Actions

    Unit - Create 1 Psionic Unit for player 1 at ProbeBlock using default facing (Ignore Placement)

    Unit Group - Add (Last created unit) to Blocker

    Unit - Turn (Unit 1 from Blocker) Invulnerable state On

    Trigger - Turn Level twoTeleport On

    Unit - Create 1 Probe Portal for player 15 at L2DL using default facing (Ignore Placement)

    Unit Group - Add (Last created unit) to Probe Portals

    Variable - Set Portal 1 = true

    Unit - Create 1 Probe Portal for player 15 at L2DR using default facing (Ignore Placement)

    Unit Group - Add (Last created unit) to Probe Portals

    Variable - Set Portal 2 = true

    You can just ignore the rest...--

    Unit - Create 1 Probe Portal for player 15 at L2UL using default facing (Ignore Placement) Unit Group - Add (Last created unit) to Probe Portals Variable - Set Portal 3 = true Unit - Create 1 Probe Portal for player 15 at L2UR using default facing (Ignore Placement) Unit Group - Add (Last created unit) to Probe Portals Variable - Set Portal 4 = true General - While (Conditions) are true, do (Actions) Conditions (Convert Boolean To Integer(Portal 1)) == 1 Actions General - Wait 5.0 Real Time seconds Unit - Create 1 Probe for player 15 at L2DL using default facing (Ignore Placement) Unit Group - Add (Last created unit) to EnemyUnit Unit - Order all units in EnemyUnit to ( Scan-Move targeting Level 2 Point) (Replace Existing Orders) Trigger - Turn (Current trigger) Off General - If (Conditions) then do (Actions) else do (Actions) If (All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == false Then General - Wait for (Conditions), checking every 5.0 Real Time seconds Conditions (All units in (Probe Portal units in L2 Move owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most 4) are dead) == true Unit - Kill (Closest unit to ProbeBlock in (Psionic Unit units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount)) Unit - Kill (Closest unit to Level2 Teleport in (Teleport to fight! (Terran Small) units in (Entire map) owned by player 1 matching No Unit Filter, with at most Any Amount)) Trigger - Turn Level twoTeleport Off Else [/quote]

    Posted in: Miscellaneous Development
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    posted a message on Beta Key Contest PT2 - Loading Screen

    GodKill3r is the 2nd place winner and also received a beta key. Thank you all for your entries.

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    kinkycactus is the 1st place winner. I will talk to my roommate in about 8 hours and we may pick another winner to receive the 2nd beta key. Thank you for all your entries.

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    I will announce the winner on Saturday morning. The contest ends April 30th at 11:59 PM eastern

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    Nope. Marine is main character. I just want something aesthetically pleasing tbh.

    Posted in: Artist Tavern
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    posted a message on Beta Key Contest PT2 - Loading Screen

    As some of you know the next wave of beta keys has been released... The first wave went to my roommate.. And now I have 2 keys with out a home. I am willing to trade a key for a good loading screen for Smash TV... Some of you might remember it from sc1. Starts out with a marine and you kill stuff room by room. If your interested feel free to post your loading screen here or via PM. I don't know the rules on doing something like this so... lemme know if I fail.

    Chances are I will give them both away since I have no use for either...

    Rules:

    Game ends April 30th

    Original Work

    800x600 Resolution

    Posted in: Artist Tavern
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    posted a message on Changing Archon Warp to use 3 High Templar?

    Its has to be editable. I searched with no luck, but I did notice that none of the units related to merging use the model ArchonMerge... As far as I can tell it either magically knows to use ArchonMerge, or you can modify it somewhere.

    Posted in: Miscellaneous Development
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    posted a message on Custom Resource

    omg. I was looking in data this entire time. I love you.

    p.s. I spent at least 9 hours combing the data section.. needless to say im very familar.

    Posted in: Miscellaneous Development
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    posted a message on Custom Resource

    Eh. I assume you modify it with a trigger? cause I dont have anything that just reads UI as the directory in the data editor

    I just went crazy. Even with that I still cant find it lol. Am I missing something?

    Posted in: Miscellaneous Development
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    posted a message on Custom Resource

    Gonna have to top this. I have spent at least 5 hours looking for it with no success. I have checked everything. My final conclusion is that you might create a variable, and then a custom function to modify the value. However, I have no idea how to do that. So for the time being I have been using terrazine, but thats far less cool. So if anyone could point me in the direction to modify the icon graphic and name of a "Custom Resource", or even the mineral field icon/name it would be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Custom Resource

    Hey,

    I am trying to modify the name Custom Resource that can be displayed as a Custom Resource frame, similar to Mineral Count, Vespene Gas Count, and Supply count... needless to say I cant find where to modify any of these values for the game UI.. anyone have any ideas?

    Posted in: Miscellaneous Development
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