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    posted a message on Too many threads error

    @nevjmac: Go well observers will be created later on so...what should I do?

    Posted in: Triggers
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    posted a message on Too many threads error

    I am getting "too many threads" error for this trigger:

    Event: any unit enters the playable map area Condition: unit type of unit = observer Action: attach actor Force Field to triggering unit

    ...so in summary I want to attach forcefield model to ALL observers but it seems when there are multiple observers in the game this trigger will fail to work. Any suggestions?

    Posted in: Triggers
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    posted a message on Tweaking Mass Recall

    In sc1, arbiter's recall was somewhat similar to vortex: it could be casted on empty space and when your units came near where recall was casted, the units would be sucked into recall hole and be teleported to arbiter.

    In sc2, mothership's mass recall can't be used on empty space; also units that were not initially at recall spot can't be "sucked" into recall and be teleported to mothership.

    I tweaked mass recall so that it can be used on empty space (tweaked search effect of recall) but don't know how to change it so that when I mass recall on empty space, units that weren't there previously can be recalled if they move toward recalled space quickly enough (before recall ends)

    Can anyone help? You guys have been so helpful so far.

    Posted in: Data
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    posted a message on Making blue nuclear cursor

    @currydevil: Go Can you exactly tell me what you did to turn nuke cursor into blue? In nuke cursor splat actor I tried Actor Creation.nukeCursorSplat then set TintColor (to blue) and Create.nukeCursorSplat then set TintColor (to blue)

    but it did nothing. Does anyone know how to do this?

    Posted in: Data
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    posted a message on Making blue nuclear cursor

    How do you make blue nuclear cursor splat that could be attached to unit?

    Posted in: Data
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    posted a message on How do you remove player from leaderboard?

    @TwilightMarine: Go

    Bump. Help?

    Posted in: Triggers
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    posted a message on How do you remove player from leaderboard?

    I want to remove a player from leaderboard when he loses a particular unit. However, "remove player from leaderboard" trigger doesn't work for me.

    I copied leaderboard triggers from this map (not my map, I only used the triggers) Link Removed: http://www.mediafire.com/?tzsczgij8no5a9b .

    Please! Can any generous developers out there take a look at this map and find way to remove player?

    Posted in: Triggers
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    posted a message on Unit can't be selected by dragging

    @progammer: Go My unit is immune to projectile based weapons like Mutalisk attack and Raven's seeker missiles. Otherwise, it can be attacked by melee or lasers.

    I think this has to do with fact that it can't be drag selected...

    Posted in: Data
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    posted a message on Unit can't be selected by dragging

    @TwilightMarine: Go Bump. help?

    Posted in: Data
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    posted a message on Unit can't be selected by dragging

    @progammer: Go

    Thank you so much for trying to help. Unfortunately though it did not work. But for some reason, this unit is immune to abilities like Seeker Missiles and Plasma Gun. Perhaps that indicates something?

    @theantig: I don't quite understand what you mean...

    Posted in: Data
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    posted a message on Unit can't be selected by dragging

    I made a custom unit that is copied from High Templar but it can't be selected when I drag a box around it with my mouse. How should I fix this?

    Posted in: Data
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    posted a message on Making Model Variation?

    How do you allow a unit type to have several models, like the 2 dark templars? I want a unit to have multiple models that are based on a doodad variation

    Posted in: Miscellaneous Development
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    posted a message on Parameter Out of Bounds in 'GameOver'

    It's both. When game starts, my another trigger automatically kills nonactive computer player's Life unit. when I kill active computer's Life unit, I get the same error.'

    So are you saying this error won't appear when playing humans?

    Posted in: Miscellaneous Development
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    posted a message on Parameter Out of Bounds in 'GameOver'

    I am keep getting the error Parameter Out of Bounds in 'GameOver' (value:16, min 0, max: 15) when I eliminate computer players and the trigger is supposed to end those players in defeat

    Here is my code:

    Event: Unit-Any Unit dies Conditions: (Unit type of (Triggering unit))== Life (this is unit name)

    Actions: ............text displays to the player that he has been defeated

    .............wait 4 game time seconds

    .............game-End game in Defeat for player (Owner of Triggering unit))

    Am I getting the error only because the opponents are computers?

    Posted in: Miscellaneous Development
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    posted a message on rrayIndexOverflow error---Help!!

    It appears that 3 of my triggers together are generating an arrary IndexOverflow error.

    My 1st trigger is : Events: ......Unit-Any Unit dies

    Conditions: .....(Unit type of (Triggering unit)) == Queen

    Actions .....Unit Group-Pick each unit in (Any units in (Entire map) owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    .............Act​​ions:

    ................​​..Unit- Kill (Picked unit)

    ................​​...UI-Display (Text) says that unit has been killed

    ................​​...General- Wait 4 game time seconds

    ................​​..Game - End game in Defeat for player 1

    **********

    Whenever Queen dies, the text appears saying the unit has been killed. Fortunately this time, a unit is killed by trigger. However, only one unit owned by player 1 is killed every second. I want to speed the trigger so that ALL units owned by player 1 is killed at the same time, whether he has 100 or 20 units.

    Each time a unit owned by player 1 dies, the text appears again and again.

    Also when Queen dies, these errors appear:

    ............Trig​​ger Error in 'gt_CountKills_Func'​​:

    ................​​...e_arrayIndexOverf​l​ow

    and

    ............Trig​​ger Error in 'gt_Spawn Hero_Func':

    ................​​...e_arrayIndexOverf​l​ow

    where NumKills = 0 <Integer[8]> and

    HeroNum = 0 <Integer[8]>

    ************8

    The trigger for CountKills is:

    Event: Any Unit Dies Actions: .........If

    .............(Tr​​iggering player)! = (Killing Player)

    .........Then

    ...............V​​ariable-Modify NumKills[(Killing player)]: +1

    ................​​Leaderboard-Set LeaderBoard item text at column 2 and row (Killing player)

    ................​​to (Text(NumKills[(Kill​​ing player)]))

    Summary of Trigger for Hero Spawn is:

    Event: Any Unit Dies

    Actions:

    .........If

    ...........NumKi​​lls[(Killing player)] >= 100

    ..............AN​​D

    ................​​....Conditions

    ................​​...........HeroNum[(​K​illing player)] ==0

    ............Then

    ..............Mo​​dify HeroNum[(Killing player)]: + 1

    ...............C​​reate 1 Hydralisk for player (Killing player) at (Start location of player (Killing player))

    I tried changing replacing killing player with owner of unit (triggering unit), but that would prevent COuntKill trigger from counting player kills.

    Posted in: Miscellaneous Development
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