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    posted a message on Team ffa win condition.

    Now I have separated win condition to:

    Win
        Events
            Timer - Every 5.0 seconds of Game Time
        Local Variables
            players = 0 <Integer>
        Conditions
            (Number of players in (Active Players)) <= 2
        Actions
            General - For each integer players from 1 to 8 with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Allies of player players) == (Active Players)
                        Then
                            Player Group - Pick each player in (Active Players) and do (Actions)
                                Actions
                                    Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                        Else

    Sure its doest work...

    Posted in: Triggers
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    posted a message on Team ffa win condition.

    Quote from TwoDie:

    bump :S

    Posted in: Triggers
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    posted a message on Health bars

    in the game:
    Options>Gameplay>Gameplay
    Show unit status bars
    !Always!

    :D

    Posted in: Triggers
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    posted a message on Help with Victory/Anti-Camping Triggers

    Kills Counter
        Events
            Unit - Any Unit dies
        Local Variables
            Killer = (Killing player) <Integer>
        Conditions
        Actions
            Variable - Modify Kills[Killer]: + 1

    Needed global variable with [array]

    Win condition:

        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Kills[(Picked player)] >= 100
                        Then
                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                        Else

    Killing in certain region all units by matching condition (make global variable of TIMER to start it in other triggers if you would want if reaches player certain kills. you can restart timer too..), needs corrections:

        Events
            Timer - Timer (not global) expires
        Local Variables
            Timer (not global) = (New timer) <Timer>
        Conditions
        Actions
            Timer - Start Timer (not global) as a One Shot timer that will expire in 60.0 Game Time seconds
            Unit Group - Pick each unit in (Any units in Region 001 owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game

    I hope this works well :)
    TwoDie

    Posted in: Triggers
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    posted a message on Team ffa win condition.

    Need a trigger with Win condition for 2 players Team ffa (2v2v2v2). Cant make it well working...

    Win\lose
        Events
            Unit - Any Unit dies
        Local Variables
            teams = 0 <Integer>
            players = 0 <Integer>
        Conditions
            (Unit type of (Triggering unit)) == Command Center
        Actions
            Game - End game in Defeat for player (Triggering player) (Show dialogs, Show score screen)
            Player - Set player (Triggering player) color to (Player 00) White (Retain the color of existing units)
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Change ownership of (Picked unit) to player (Killing player) and Change Color
            General - For each integer teams from 1 to 4 with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            And
                                Conditions
                                    (Number of players in (Allies of player (Triggering player))) == 0
                                    (Number of players in (Active Players)) <= 2
                        Then
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Players on team teams) == (Active Players)
                                Then
                                    Player Group - Pick each player in (Active Players) and do (Actions)
                                        Actions
                                            Game - End game in Victory for player (Picked player) (Show dialogs, Show score screen)
                                Else
                        Else

    Posted in: Triggers
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    posted a message on Modify Integrated Resources Trade System

    Would be nice to find it out too.

    Posted in: Miscellaneous Development
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    posted a message on Problem with some Icon textures.. Warp Gate
    Quote from Jackolas: Go

    go to the actor of the unit. (warpgate in your case)
    now all the way in on the bottom of the list there is a field called:
    UI - Wireframe Shield +
    you need to put the 3 shield pictures there. (in order)

    example for my nexus:
    UI - Wireframe Shield + -> (Assets\Textures\Wireframe-Protoss-Nexus-Shield01.dds|Assets\Textures\Wireframe-Protoss-Nexus-Shield02.dds|Assets\Textures\Wireframe-Protoss-Nexus-Shield03.dds)

    Now its looks better but not usual. Now it works as Strutures life points. HP dicrease and those wireframes shield change they colors to yellow orange and so on. Well, its just all messed up..

    How can i return all data to original values?

    And how to make Warp Gate clone that wouldnt be parent to construtable Warp Gate in melee game.
    As now if I change it size (structure "clone" named Space Gate and actor is copy of original..)...
    I build Gateway, transforming it to Warp Gate and it changes it size to Spase Gate size values + and normal size Warp Gate you are able to see...

    http://static.sc2mapster.com/content/images/26/985/Screenshot2010-10-30_17_36_33.jpg

    Posted in: Data
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    posted a message on Problem with some Icon textures.. Warp Gate

    Having problem with old map from sc2beta and now i having problem with fixing Warp Gate building itself icon (not model..).

    Icon... without shields (blue rectangle..)

    http://static.sc2mapster.com/content/images/26/976/Screenshot2010-10-30_15_42_01.jpg

    Gateway is normal... dont have this problem. if i change it to warp gate then icon changes to upper image^.

    http://static.sc2mapster.com/content/images/26/977/Screenshot2010-10-30_15_42_20.jpg

    And this neutral already prebuild warp gate with normal shields and stuff... what a??

    http://static.sc2mapster.com/content/images/26/978/Screenshot2010-10-30_15_42_32.jpg

    any suggestions how to fix it?

    Posted in: Data
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    posted a message on Modify Height Field function..

    Have created map: http://www.sc2mapster.com/maps/heart_brokers/images/
    And there you can find some pics from the gameplay with flying Overlord which is too high from the ground :|
    I was using Modify Height Field and have lowered all map. So I know the problem but if I will change it to original height the cannons on lowest ground will not look too cool and I will may need to paint it - more work...

    Any suggestions how to fix that without returning back height to original height?

    TwoDie

    Posted in: Galaxy Editor Bugs and Feedback
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