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.
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]
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.
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...
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.
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.
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?
0
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.
0
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]
0
GodKill3r is the 2nd place winner and also received a beta key. Thank you all for your entries.
0
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.
0
I will announce the winner on Saturday morning. The contest ends April 30th at 11:59 PM eastern
0
Nope. Marine is main character. I just want something aesthetically pleasing tbh.
0
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
0
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.
0
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.
0
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?
0
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.
0
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?