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    posted a message on Making a building play its construction animation
    Quote from DrSuperEvil: Go

    As answered in that post of yours, on the unit in the Units data type remove the Turnable flag.

    If you duped your supply depot then check the events for anything with an it containing the number 2 odds are it is blah2build instead of blahbuild2 so it is referencing a non existant actor.

    forgot i made another thread..

    e/ ok no that didnt work. I think i have everything set but it still gives me the old error. Can u look at the map for me? because i also have another problem i can't solve

    Posted in: Data
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    posted a message on Allowing blink to go into unseen areas

    title

    Posted in: Data
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    posted a message on Making a building play its construction animation
    Quote from DrSuperEvil: Go

    Then check the hosting fields.

    same as the normal supply depot. (all default)

    cmon ppl i wanna start modding sc2 again -.-

    also, trivial problem to add to this - The model "Colonist Hut" has a random rotation. How do i remove it

    Posted in: Data
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    posted a message on Making a building play its construction animation

    @illidans911: Go still getting scope error

    Posted in: Data
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    posted a message on You know how you guys said I needed something to advertise my map?

    A replay wouldn't work, youd need to video edit a 3 minute-ish clip showing off the core parts of your map

    Posted in: Map Feedback
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    posted a message on Changing model scale w/o selection
    Quote from Deantwo: Go

    @illidans911: Go

    i don't know if you fix the problem you had in you map... but i am kinda having a problem like it... that's why i necro-ed your thread *sweatdrop* but if you did fix it... i'd love to hear your solution... since you never posted it here

    Sry mate. xD the map was still when i was running off of a HDD, which i no longer am (the map got wiped)

    so i dont know.

    Posted in: Data
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    posted a message on Changing model scale w/o selection
    Quote from Deantwo: Go

    @DrSuperEvil: Go

    that does sound like a good idea... only i have no idea how i'd go about doing that

    I thought i fixed it... let me check my old map.

    (Goddamn, looking back two years its so o.o)

    Posted in: Data
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    posted a message on Trigger is running when it should not
    Quote from Nerfpl: Go

    Re explain it.

    i tried to explain what's your issue with explanation here but it's so messed up that i got lost anyway.

    The issue is that "Base" is still triggering even though that debug prints "yes"

    Posted in: Triggers
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    posted a message on Trigger is running when it should not

    For the sake of my fingers, the trigger "Base" runs when a property change occours. That than goes to another trigger, which checks if the property change was 10 and it prints a debug if so. The following trigger is bugging

    Periodic Fix Status
        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
            i = 0 <Integer>
            IncomeTMP = 0 <Integer>
            EnergyTMP = 0 <Integer>
            WorkTMP = 0 <Integer>
        Conditions
        Actions
            General - For each integer i from 1 to (Number of players in (Active Players)) with increment 1, do (Actions)
                Actions
                    Variable - Set WorkTMP = (Workers Available[i] - Temporary Worker Restrict[i])
                    Variable - Set EnergyTMP = (Energy Available[i] - Temporary Energy Restrict[i])
                    Disable Changes()
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Base is on) == True
                        Then
                            UI - Display "no" for (All players) to Chat area
                        Else
                            UI - Display "yes" for (All players) to Chat area
                    Player - Modify player i Terrazine: Set To EnergyTMP
                    Player - Modify player i Custom Resource: Set To WorkTMP
                    Enable Changes()
    

    (enable and disable changes disable a bunch of triggers, one of which being Base) This prints yes. Good, right? no.

    Ok, so i go do something that will proc the debug (get 10 minerals persay). Split second later (or a whole, whatever!) the trigger will run as intended (ONCE). Than, for all of the next procs of that trigger, it will print the debug. This shouldn't be happening because i broke the trigger chain (by disabling Base which wont run the trigger that shows the debug) but the debug shows up! Can anyone see anything or need more info

    Posted in: Triggers
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    posted a message on Units are twice as hard?
    Quote from littlefury916: Go

    I'm trying to get all of players 9's units (AI) to have double HP. I just want it so if both p1 and p2 are in game, then it doubles HP of all p9 units in "p1 p2 area".

    Create a buff (type of behavior) that modifies Vital Maximum Fraction - Life (set that to 1)

    than do a trigger that happens when u want to apply the buff

    Unit Group - Pick each unit in ([units in region matching condition] Any units in YourRegion owned by player YourPlayer matching (leave this alone) with at most Any Amount) and do actions

    Unit - Add 1 YourBuff to PickedUnit from PickedUnit

    than do another when a unit enters YourRegion

    If (owner of triggering unit) = YourPlayer than unit - add 1 yourbuff to pickedunit from pickedunit

    Posted in: Triggers
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    posted a message on Using event definitions,

    How do i?

    I have the event function, but i dont know how to run it :(

    Also, how do i do custom presets in an action definition (like a menu of options)

    Posted in: Triggers
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    posted a message on hot key abilities

    @BasharTeg: Go

    do you know what a grid style keyboard is? lol.

    Quote from BasharTeg: Go

    Do you mean you want to be able to assign any ability to a set of hotkeys or dynamically change the hotkey of an ability?

    I know I've seen something like this done before so I'm pretty sure it's possible.

    I believe he wants to set the hotkeys of buttons...

    Posted in: Triggers
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    posted a message on Unit Cancels Issued Order

    @illidans911: Go

    Hm.. i need this really bad (as it will create bugs if i use an alternative)

    Posted in: Triggers
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    posted a message on Creating Custom Unit Problem

    @Promedeus: Go

    No... lol.. the problem was when you copied the barracks model, the model fields were reset to the ID of the new unit, and because theres no model that has that ID it returns null. The fix would be going into the actor field and selecting somthing other than Barracks2 or NuclearCommandCenter

    Posted in: Data
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    posted a message on Making a building play its construction animation
    Quote from DrSuperEvil: Go

    Are you trying to create a Unit type actor and not a Model type actor as the construction model?

    ?

    theres Wall, a unit which im making, and Supply Depot Build Copy, a modelwhich gets referenced on UnitConstruction.Wall.Start

    Posted in: Data
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