this trigger will check every 5 sec if the spawning pool is alive
if the spawning pool is alive than it creates a zergling and order it to attack move towards a point (attack move will let the unit attack enemys it comes across in its path)
if the spawing pool is dead it will turn the trigger off
@Catzeeee: Go
also Catzeeee your map has no bug what so ever.
the bug is you. your game variants do not match the player property. there are like 50 post about it on this forum how to fix it.
took myself 2 mins and got your map uploaded (privet under other name) and removed.
try fix your game variants or ask someone who knows what he/she is doing.
there are not that many bugs in the editor that prevent uploading or finishing the projects.
its more that the limit of the map maker. (I also have problems with this) but its not saying that the editor is massive bugged.
You guys with teams being all secrety... *evil stare*
well. I can all talk and be really good about the plans etc. but it kinda sucks if I can't make it come true.
so I learned to shut up about projects till you have something to show for.
@Wakeman: Go
Anybody working on anything interesting at the moment?
dunno. I am still bug fixing my TMA classic map for the real release. (atm in beta, link below)
and working on another project with 2 other people. but not allowed to say anything.
2 ways to do this.
for the first:
for starters make the hide button in a new dialog.
so you have 2 dialogs. 1 for the leaderboard and 1 for the hide button
use this for like 8 peep:
3 variables:
Hide Leaderboard = No Dialog Item <Dialog Item>
Leaderboard = No Dialog <Dialog>
Leaderboard open = true <Boolean[8]>
an other way of doing is is not to hide the dialog but to change it size so only the hide button is shown.
important to note is that the hide button needs to be in the corner where you anchored the dialog.
again 3 variables:
Hide Leaderboard = No Dialog Item <Dialog Item>
Leaderboard = No Dialog <Dialog>
Leaderboard open = true <Boolean[8]>
Have a look at the CanCharge (unnamed) - validator for reference. It "returns" true, whenever a unit is using the attack ability. Its of Unit Order Target- Type and lets you pick a specific ability.
that one works like a treat. thanks:P
think that makes this whole topic Solved
Just got an idea for a no-trigger solution: Give the unit the behavior to stun or stop itself when damaged right away and add a disable-validator, which checks, if the current order of the unit is the desired spell. Basically the buff is always disabled and only active when casting the spell. Would fix the remove-when-cancel thing as well.
I had that in mind the first time I tried. but never got the validator to work. so far I know there is no way to check if the unit is casting a spell (no working option anyway)
atm i got it working like:
click the ability -> adds behaviour (casting weakness) for 7 sec + start cast taking 7 sec
the behaviour has a damage response to start an effect
the effect adds a 2 sec stun behaviour + removes the casting weakness
the only thing i'm kinda missing (to make it perfect) is to remove the casting weakness if the casting player interrupts the cast.
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tip: look more in the data editor. less in the trigger editor
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what cbasz95 says
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one of the more simple triggers to ask.....
this trigger will check every 5 sec if the spawning pool is alive
if the spawning pool is alive than it creates a zergling and order it to attack move towards a point (attack move will let the unit attack enemys it comes across in its path)
if the spawing pool is dead it will turn the trigger off
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i'm up for it
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not something I would use. am more a data only for stuff like this. more stable. works cleaner.
suggestions. make it a library for easy implantation
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try this: http://www.sc2mapster.com/assets/sc2-localizer/
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@Catzeeee: Go also Catzeeee your map has no bug what so ever.
the bug is you. your game variants do not match the player property. there are like 50 post about it on this forum how to fix it.
took myself 2 mins and got your map uploaded (privet under other name) and removed.
try fix your game variants or ask someone who knows what he/she is doing.
there are not that many bugs in the editor that prevent uploading or finishing the projects.
its more that the limit of the map maker. (I also have problems with this) but its not saying that the editor is massive bugged.
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should be possible.
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well. I can all talk and be really good about the plans etc. but it kinda sucks if I can't make it come true.
so I learned to shut up about projects till you have something to show for.
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under the weapon tab. go to weapon - options and turn off mele flag?
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dunno. I am still bug fixing my TMA classic map for the real release. (atm in beta, link below)
and working on another project with 2 other people. but not allowed to say anything.
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the best guess i can make from seeing the video is that you mixed up a trigger of some sorts
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2 ways to do this.
for the first:
for starters make the hide button in a new dialog.
so you have 2 dialogs. 1 for the leaderboard and 1 for the hide button
use this for like 8 peep:
3 variables:
Hide Leaderboard = No Dialog Item <Dialog Item>
Leaderboard = No Dialog <Dialog>
Leaderboard open = true <Boolean[8]>
an other way of doing is is not to hide the dialog but to change it size so only the hide button is shown.
important to note is that the hide button needs to be in the corner where you anchored the dialog.
again 3 variables:
Hide Leaderboard = No Dialog Item <Dialog Item>
Leaderboard = No Dialog <Dialog>
Leaderboard open = true <Boolean[8]>
ofc change the size in this trigger to your case.
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that one works like a treat. thanks:P
think that makes this whole topic Solved
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I had that in mind the first time I tried. but never got the validator to work. so far I know there is no way to check if the unit is casting a spell (no working option anyway)
atm i got it working like:
click the ability -> adds behaviour (casting weakness) for 7 sec + start cast taking 7 sec
the behaviour has a damage response to start an effect
the effect adds a 2 sec stun behaviour + removes the casting weakness
the only thing i'm kinda missing (to make it perfect) is to remove the casting weakness if the casting player interrupts the cast.