• 0

    posted a message on [Solved] Let a Trigger run only one time at a moment?

    If it would be so easy^^

    The problem here is that the trigger is started multiple times at the same time. So if you set a Variable in this trigger it is already too late because it has already been started for everyone in the near. This only would work if the trigger would be started only one time.
    Its not as easy as you think! Maybe its not as difficult as I think xD

    Posted in: Triggers
  • 0

    posted a message on [Solved] Let a Trigger run only one time at a moment?

    Hey guys!

    While testing my map I found a really annyoing bug. There are 4 Artefacts in the middle of the map. At the beginning 8 Players try to get one of the 4 Artefacts to gain their power. Now my Problem: If there is more than only one player in the near of the artefact at the same time the Artefact will give more than just one player the power. I tried many things now but I dont get it worked like I want. T_T

    Here is my Trigger:

    EnterArtefaktRange
        Events
            Unit - Any Unit Enters a distance of 1.5 from Artifact Fragment - 5 [49.48, 46.62]
            Unit - Any Unit Enters a distance of 1.5 from Artifact Fragment - 5 [49.21, 49.25]
            Unit - Any Unit Enters a distance of 1.5 from Artifact Fragment - 5 [46.30, 46.51]
            Unit - Any Unit Enters a distance of 1.5 from Artifact Fragment - 5 [46.19, 49.92]
        Local Variables
            Temp_Integer = 0 <Integer>
        Conditions
            GameMode != 2
            ((Triggering unit) has Explosion Active) == False
            (Unit type of (Triggering unit)) == Inquisitive
            (Number of Living units in (Magician units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
            (Number of Living units in (Tassadar units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
        Actions
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Distance between (Position of (Triggering unit)) and (Position of Artefakt[1])) <= 2.0
                        Then
                            Variable - Set Temp_Integer = 1
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Distance between (Position of (Triggering unit)) and (Position of Artefakt[2])) <= 2.0
                        Then
                            Variable - Set Temp_Integer = 2
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Distance between (Position of (Triggering unit)) and (Position of Artefakt[3])) <= 2.0
                        Then
                            Variable - Set Temp_Integer = 3
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Distance between (Position of (Triggering unit)) and (Position of Artefakt[4])) <= 2.0
                        Then
                            Variable - Set Temp_Integer = 4
            Unit - Move Artefakt[Temp_Integer] instantly to (Center of PunkteAway) (No Blend)
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Inquisitive units in (Region((Position of Artefakt[Temp_Integer]), 1.5)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 1
                Then
                    Actor - Create actor ProtossExplode (Unnamed) at point (Position of Artefakt[Temp_Integer])
                    Unit - Move Artefakt[Temp_Integer] instantly to (Center of GO!) (No Blend)
                    General - Break
                Else
            Unit - Replace (Triggering unit) with a Magician using Old Unit's Relative vitals
            Actor - Attach ItemGravityBombsImpactDeath (Unnamed) to Head on (Last created unit)
            Variable - Set ArtefaktPlayer[(Triggering player)] = Artefakt[Temp_Integer]
            Variable - Set ArtefaktPosition[(Triggering player)] = (Position of Artefakt[Temp_Integer])
            Unit Group - Add (Last replaced unit) to AlivePlayers
            Unit Selection - Select (Last replaced unit) for player (Triggering player)
    

    I already tried to solve it like you see in the code. But i never saw a protoss explosion !? Maybe the Convert Circle to Region function dont works?

    Do you guys have some ideas for a solution?
    I also already tried to split them into 4 Triggers and turn the trigger off at the beginning and turn then on at the end of the trigger. This also didnt work! :'(

    Hope to get some answers!

    Posted in: Triggers
  • 0

    posted a message on Starcraft II Dependencies error

    Hello guys, I have a problem with the Dependencies. A friend created a Dependence which loads a mod from the battlenet.

    When i start the Map, the editor wants me to login. After that he says that he don't find info's about the Dependence in battlenet and asks if i still want to open that map. I then have to open the Dependencies menu to change the order of one of them to make him load all dependencies again. If i don't do this and start the map he says: "Unable to load" or something in that direcion Do something know a solution for that problem?

    And an another question would be how can I additional load local files to the battlenet files?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Action to kill units in region Event no units in region

    @MrZentors: Go

    Thats easy in the condition you just make an "OR" and put the conditions with each region in it. So he says ok start the trigger when only one of them is correct.

    Posted in: Triggers
  • 0

    posted a message on Action to kill units in region Event no units in region

    @MrZentors: Go

    Of course is there an action with that you can kill all units in a certain region

    Unit Group - Pick each unit in (Any units in Region 001 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions Unit - Kill (Picked unit)

    You find it at : "Pick each unit in Unit Group" then click at "Last created Units" and select "Units in Region Matching Condition"

    The event could be a periodic time or you can start the trigger with the event "Unit enters/leave Region" and "Unit dies"

    then in the condition you can use:

    (Number of Living units in (Marine units in Region 001 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0

    Again you have to use "Units in Region matching condition"

    Hope that helps you :D And if you find some typo i dont care ^^

    Posted in: Triggers
  • 0

    posted a message on Wall Ball

    Hey all :D

    I want to present my map.

    I think many of you are knowing Wall Ball from Starcraft 1. For the User who dont know this map here is the description.
    Wall Ball is a mini game in which your mission is, to kill the opponents with Explosions. There are 3 Different Units on the field.

    The Civillian: This is the normal Unit. If you run with him to one of the four Eggs, you will get a Runner.

    The Runner: When you get a Runner you can run in one of the side fields and activate a linear explosion to the other side.
    With these Explosions you can kill your opponents. After running in one of the side fields your runner get killed and a Civillian will spawn there.

    The Ultimate Runner: The Ultimate Runner will spawn when the Timer expires. This Unit haves a shield, which gives him 2 Lives. That means that when this unit gets into a Explosion he will not die at the first time.

    You can choose between "normal" and "survival" mode. I already explained the normal mode.

    In the Survival mode your objective is to survive :D
    There are Explosions making theyre way through the field and killing ALL what gets inside. Every few seconds a new Explosion wave will spawn.
    The Explosions will just stop when all Players are dead.

    This map haves a "Rematch" function, so you can play as long as you want.

    Here a small Video to see what i mean^^

    <object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/Gnio9IY1ESk&amp;amp;hl=de_DE&amp;amp;fs=1&amp;amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Gnio9IY1ESk&amp;amp;hl=de_DE&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>

    This map isn't completed yet. It haves just 60 from 100 %!

    Things who are missing:

    • AI
    • Better Design
    • Some Bugfixes
    • Random nuke Explosions in the Survival mode
    • and so on..

    And i want to say THANKS! to Deathwing :D
    He helped me with hard triggers (90%^^)

    Posted in: Project Workplace
  • To post a comment, please or register a new account.