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    posted a message on Ships entering from orbit

    tip: look more in the data editor. less in the trigger editor

    Posted in: Miscellaneous Development
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    posted a message on Some help needed! (Solved)

    what cbasz95 says

    Posted in: Triggers
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    posted a message on Some help needed! (Solved)

    one of the more simple triggers to ask.....

    Spawn units
        Events
            Timer - Every 5.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Spawning Pool [125.50, 129.50] is alive) == true
                Then
                    Unit - Create 1 Zergling for player 15 at (Center of Spawn Region) facing (Random angle) degrees (No Options)
                    Unit - Order (Last created unit) to ( Attack targeting (Center of Move region)) (Replace Existing Orders)
                Else
                    Trigger - Turn (Current trigger) Off
    

    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

    Posted in: Triggers
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    posted a message on Sc2mapster Map Night!

    i'm up for it

    Posted in: General Chat
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    posted a message on Unit Attaching Engine

    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

    Posted in: Trigger Libraries & Scripts
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    posted a message on Submit your Broken Maps

    @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.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on is it possible 2 make a strongold / homm3 type of map?

    should be possible.

    Posted in: General Chat
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    posted a message on Where did everyone go?
    Quote from TheAlmaity: Go

    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.

    Posted in: Off-Topic
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    posted a message on Custom tower problems

    under the weapon tab. go to weapon - options and turn off mele flag?

    Posted in: Data
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    posted a message on Where did everyone go?
    Quote from TheAlmaity: Go

    @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.

    Posted in: Off-Topic
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    posted a message on Could someone fix and upload my map for me?

    the best guess i can make from seeing the video is that you mixed up a trigger of some sorts

    Posted in: General Chat
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    posted a message on Show/Hide dialog for triggering player only

    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]>

    Open/close leaderboard
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Used dialog item) == Hide Leaderboard
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Leaderboard open[(Triggering player)] == true
                Then
                    Dialog - Hide Leaderboard for (Player group((Triggering player)))
                    Variable - Set Leaderboard open[(Triggering player)] = false
                Else
                    Dialog - Show Leaderboard for (Player group((Triggering player)))
                    Variable - Set Leaderboard open[(Triggering player)] = true
    

    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]>

    Open/close leaderboard
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
            (Used dialog item) == Hide Leaderboard
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Leaderboard open[(Triggering player)] == true
                Then
                    Dialog - Set Hide Leaderboard size to (200, 50) for (Player group((Triggering player)))
                    Variable - Set Leaderboard open[(Triggering player)] = false
                Else
                    Dialog - Set Hide Leaderboard size to (200, 500) for (Player group((Triggering player)))
                    Variable - Set Leaderboard open[(Triggering player)] = true
    


    ofc change the size in this trigger to your case.

    Posted in: Triggers
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    posted a message on How to allow attacks to Interrupt a cast? (solved)
    Quote from Kueken531: Go

    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

    Posted in: Miscellaneous Development
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    posted a message on How to allow attacks to Interrupt a cast? (solved)
    Quote from Kueken531: Go

    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.

    Posted in: Miscellaneous Development
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