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    posted a message on Impassible Terrain

    @Etravex: Go

    Thank you so much!

    Posted in: Miscellaneous Development
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    posted a message on Impassible Terrain

    So I'm making my map and was thinking to create some sharp tipped mountains with one of the terrain tools (not the cliff one) so that units couldn't traverse to certain areas. Turns out units, if commanded to walk on or over the sharp jagged terrain, will do so without any hesitation. I found a doodad that creates an impassible terrain area of 2x2, but there has to be some other way that doesn't require a billion and 1 doodads all over the place! If this is the only way and it doesn't slow the game down to have several hundred of these impassible doodads then fine. Do you guys know of any other way to make terrain impassible and avoidable?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Need help with last part of leaderboard!
    Quote from gizmachu: Go

    Have the value you want as a global variable

    make a trigger where: you create a leader board then set item text, and convert interger(if your variable is an interger) to text

    then in every trigger where that variable changes, after the modify or set action for that variable, put a "set item text, and convert interger to text" action

    I'm sorry I'm really newb when it comes to triggers. Can you please explain what item text, and convert integer to text mean?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on King of the Hill Trigger help

    @Hakiki: Go

    I was able to get the trigger working well after looking at your trigger. I did set mine up differently than you did yours. I'm unsure as to why you used 5 different realnumber variables and had equations mixed into the bunch.

    What I did (And please tell me if I should fix it if you forsee any problems) was setup the same action as you did with the unit within a region, but i had it if a unit controlled by players 1-5 was in the region then for each unit the real variable for that team was modified by +1 and the enemy team by -1. Whereas, for the opposing team it was the opposite +1 for their real variable and -1 for the opposing team variable.

    It works fine and just like yours in the sense of if one group has more units in the region they will increase at a slightly smaller rate, if same amount on each side it will come to a stop. etc... I'm still unsure why you did all the equations with the 5 real number variables. Please let me know, I dont want to be missing out on something if I need it.

    The only other problem I forsaw with your trigger (and the thing I need help with next) is you setup a message to go out if someone has captured an area (which is what I want), but the "event" for which it takes place is a 1 second repeating timer. So after you capture a hill in your map (and mine now) it continues to send a message to everyone as long as the hill is captured every second. Do you know how I can fix this?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on Need help with last part of leaderboard!

    Bump for response

    Thank you!

    Posted in: Miscellaneous Development
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    posted a message on Need help with last part of leaderboard!

    I desperately need help with the last part of my trigger.

    What I have so far:

    I created a Leaderboard in which I want the value to increase in increments of one as long as a player stays within the given region.

    Right now I have it so once a unit enters a region it increases by 1. BUT, I can't figure out how to have the leaderboard continually increase as long as the unit remains within the region.

    FYI: This is for a king of the hill trigger. So it is necessary that the leaderboard continually increase as long as their is a unit inside the region.

    Please help! Thank you

    Posted in: Miscellaneous Development
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    posted a message on Initial Starting view = starting point?

    @Verna: Go

    Perfect! Thank you

    Posted in: Miscellaneous Development
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    posted a message on Initial Starting view = starting point?

    @Nevir27: Go

    Ok excellent! Do you happen to know what that trigger is called? I can't seem to find it.

    Posted in: Miscellaneous Development
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    posted a message on lighting

    Is there a way to create a certain lighting on a certain part of the map? I know there are lighting doodads that create small amounts of light, but I was hoping to create something much bigger and more intense only at a certain spot on the map. I would hate to have to spam a bunch of lighting doodads on the map.

    Posted in: Miscellaneous Development
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    posted a message on Initial Starting view = starting point?

    I have the starting point set to a different spot on the map for player one. However, everytime I test the map out my view starts in the bottom left of the screen contrary to where player 1 starting point is. How do I get the initial starting view to be at the same place as the starting point?

    Posted in: Miscellaneous Development
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    posted a message on quick Protoss building help

    @SirLyrrad: Go

    Worked! Thank you

    Posted in: Miscellaneous Development
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    posted a message on Doodad coloring help

    I know that you can edit the color of a doodad by selecting the doodad and editing the color. However, I saw this screenshot of someones map:

    http://www.sc2mapster.com/maps/khaldarys-sector-alpha-version-z/

    and saw the crystals and plants "extremely" bright and colorful. And no matter how I switch the edit color around i can't produce those extremely vibrant colors. Is there another way being utilized to get colors so vibrant?

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on quick Protoss building help

    How do I make it so that buildings that usually require a pylon to be activated and used not need the pylons? I have gateways and other protoss buildings scattered around the map and I don't want to have to place pylons in order for them to be powered up.

    Thank you

    Posted in: Miscellaneous Development
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    posted a message on King of the Hill Trigger help

    Right now I have 2 teams consisting of 5 players each. Each person has control of 1 Hero unit. I have several points around the map that that I want to make capturable by each team. Here is exactly what I need help with: -When a team member enters a "king of the hill" region, I want a progress bar to show up at the top of the map for the players who are in the hill. -I would like the progress bar to continue rising until it is captured. -I would like to put neutral buildings in the king of the hill spot so that when the hill is captured the team gains control of those buildings -I want to make it 30 seconds before the hill is captured by that team. -I don't want the progress bar to show up for people who are "not" in the hill region. -If each team has one member in the king of the hill capture point I want the progress bar to stop progressing until one of the opposing players who is in the hill dies or leaves the region then I would like to have the progress bar continue progressing. -I would like to have it say on the screen "Such and such point captured" and the progress bar go away after it has been captured. -I want it so if the enemy moves into the region that is owned by the opposing team to alert everyone that the hill is being captured and have a regression bar show up for the players who are capturing an enemies hill. And if they succeed in capturing, the buildings switch to the enemies control. giving them site from those buildings.

    Can someone please help me compile the necessary trigger coding for this? I am extremely new to triggering. The only trigger that I have currently setup is for making alliances between the players that join the game.

    Thank you

    Posted in: Miscellaneous Development
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