Yep, this worked nicely. Case closed.
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Apr 14, 2011Posted in: Triggers
That will return the player group that the triggering player belongs to. I want to hide the dialog just for player 1, or player 2, or player 3, individually.
I guess I could have four different dialogs, one for each player, but that seems a bit stupid
Apr 14, 2011Posted in: Triggers
At the start of my map, I show a dialog with a few buttons to click on for all players.
Once a player has clicked their choice, however, the dialog does not go away. How do I hide the dialog for the triggering player only, so that the other players that, perhaps, have not yet clicked, can still do so until the timer for the vote ends?
Aug 16, 2010Posted in: Tutorials
so where exactly is the Death time unit parameter in the current version of the starcraft 2 editor?
your tutorial was made using the beta editor and therefore I can't follow along because everything has changed in the menus/etc.
Aug 10, 2010Posted in: Miscellaneous Development
the problem is that the buildings will be destroyed and fought over by two teams of players.
so I want to write one trigger that will capture when any unit gets close enough to a capturable objective, as long as that structure is of the correct unit type
any unit enters a distance of 10.0 from any unit of unit type (supply depot)
May 31, 2010_ForgeUser4389391 posted a message on [Misc] How to Publish Custom Maps on Battle.net 2.0Posted in: Tutorials
but how to make a team of 4 players versus 1 AI?
May 31, 2010_ForgeUser4389391 posted a message on how to make an aoe attack not hurt friendly units?Posted in: Miscellaneous Development
I have a search effect that applies the set effect within a radius of 3.
the set effect applies the damage effect, missile effect, and slowing effect.
damage is hurting my own units as well as enemy units, similar to a siege tank. don't want that. want it to hurt only enemy units.
what do I change in data editor to fix this?
May 5, 2010Posted in: Miscellaneous Development
i have an actor which, while it is being built, is using the sensor tower model, but when it is completed being built, uses the auto-cannon model.
only problem is that it does not animate while being built. there should be a mechanical arm swinging around with sparks.
how to assign a build animation to an actor?
May 5, 2010Posted in: Project Workplace
this looks great I'm definately going to repurpose it for my TD.
my TD is up to 4 players and all players share the same lives, so, I will have to edit your triggers, but yeah, thanks for giving this back to the community
May 4, 2010_ForgeUser4389391 posted a message on Is there a way to turn an empty player slot into a computer player?Posted in: Miscellaneous Development
Quote from tordecybombo: Go
By empty player slot i mean in player properties, the control is set to user but there is no human player controlling it.
Say the map is a 2 player custom map with player properties set to user.
If one player were to start the map by himself, I want it to turn the empty slot into a computer player w/ scripts and stuff.
Not exactly sure how the lobby system in SC2 works. How are slots set if the player slot control is user?
you will need to check to see if the game was started with an 'empty' player slot
(on map initialization)
General - If (Conditions) then do (Actions) else do (Actions)
(Controller of player 1) == User
(pseudo code: Select all units owned by player 1 and give those units to player x)
May 4, 2010Posted in: Miscellaneous Development
I am trying to figure out how to attach weapons to game models, so that I have control over where the weapon is being fired from visually on the game model.
Example: the sensor tower has 8 attachment points. The point I want to attach the thermal lance weapon to is:
REF_OVERHEAD: [e_attachOverhead], Bone = 46
So, does anyone know how to specify a weapon to fire from that point on the model?
Right now my lasers are firing from the bottom of the structure and it looks rather silly. any help would be appreciated
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