• 0

    posted a message on Replacing units trigger problem

    @TwilightChip: Go

    Hi there!

    First: You need to set your first Variables "Coolant Pipe 1" and "Coolant Pipe 2" to the units in placed in your terrain

    Second: Replace all the "Coolant Pipes [53.45, 15.81]" by the global variable "Coolant Pipe 1" in

     Unit - Replace Coolant Pipes [53.45, 15.81] with a Overheated Coolant Pipes using Old Unit's Relative vitals
    

    do that for Pipe 2 as well and I guess this should fix the problem !

    Posted in: Triggers
  • 0

    posted a message on Math Fail (Part II)

    @Sneakervek: Go

    Not sure if I got this right but I came up with this formula:

    T is your input. O is your output.

    O = 20*0.97^T

    Is that what you wanted?

    Posted in: Triggers
  • 0

    posted a message on Unit group

    @ZeroZeroEight11: Go

    I don't have the time to check right now so this might be wrong, but I recall you have to use "Number of units in unit group==0" as your condition instead of "Unit group == empty unit group".

    Posted in: Triggers
  • 0

    posted a message on Move unit from region to region with shortest distance

    Well, it appears there is no simple way to do it.

    If this is a fixed map, I'd advise to go with predetermined known paths that you would set up (add some custom action with orders queuing, to send a parameter unit on an efficient way to the next region).

    Then once a unit is created you check its position and use the path you've set up for the sub region the unit is in.

    This should be the fastest to do, but not the classiest :)

    Posted in: Triggers
  • 0

    posted a message on Move unit from region to region with shortest distance

    @Ebola0001: Go

    I actually did not get you were considering other cases, so my bad :D I guess one would have to do multiple checks on the region boundaries and relative positions if the shapes/positions were unknown. Doable, but not in a few minutes ^^

    Posted in: Triggers
  • 0

    posted a message on Move unit from region to region with shortest distance

    @Ebola0001: Go

    That's way too complicated, the shortest possible distance between two regions is just a straight line.

            Unit - Create 1 Drone for player 1 at (Random point in Region 002) using point facing (No Options)
            Unit - Order (Last created unit) to ( Move targeting (Point((X of (Position of (Last created unit))), 16.0))) (Replace Existing Orders)
            Unit - Order (Last created unit) to (Roach - Burrow) (After Existing Orders)
    

    the above is working fine on your test map. Always try and keep it simple ;)

    Posted in: Triggers
  • 0

    posted a message on Move unit from region to region with shortest distance

    @Sherlia: Go

    You need to have the minimum X of your second region, then create a variable of type point. Set this variable to a Point from X1, Y1 as stated below (Or init your variable to Point(0,0) and use a move to point action, I don't remember which one work).

    Anyway X1 should be the minimum X of your second region, and the Y1 should be Y from Point(Position of Triggering Unit). Then order your unit to move to that point. That should do the trick :)

    Posted in: Triggers
  • 0

    posted a message on Basic timer questions

    @Sherlia: Go

    To refer any timer outside of where you started it, you need to use global variables of type Timer.

    Once you have created this variable (let's call it Timer 1), you can add an action "Start Timer 1 as a one shot etc...."

    Then in your Event 2 triggered by the event 'Timer 1 expire' you can do what you want (i.e creating units). Finish the action by Starting Timer 1 again.

    There are other way to do it depending on what you want!

    If you can't manage to set it up I'll tryto remember to copy paste the proper code from the editor :)

    N.B: unless you have other actions in there you can have only 2 events separated by 80sec instead of 3 separated by 20sec then 60 :p

    Posted in: Triggers
  • 0

    posted a message on Set Worker Rally Point

    Ok I finally found something working !

    I'll write it down here in case someone encounter the same issue.

    The thing was actually Data related, so here are the steps:

    1/ in the Data, duplicate "Hatchery - Rally" the ability you cand find in the hatchery, include the button

    2/ (optional) Rename it to your liking, "Hatchery - Worker Rally" for example; Rename the duplicated button as well if you want to

    3/ In the ability command of your duplicate, you need to move up the Rally 2 ability into the first position. You now should see the command with info-Required:Worker on top. This will make the worker rally point be the default command for the duplicate ability

    4/ Then in your trigger create an action 'Issue Order Targeting Unit" and select the duplicated ability command if you want to move the worker rally point. The original ability command will move the troop rally point

    VoilĂ  :)

    Thanks for trying to help guys, I hope this could be useful to someone one day !

    Posted in: Triggers
  • 0

    posted a message on Set Worker Rally Point

    @Writhes: Go

    YaaAr :'( I've hoped your solution was the right one, so I messed with it for a while but I am still not able to set the Worker Rally Point.

    So far, I've determined for sure that "Rally point target point for point 2 with target 1 for Hatch Test" is the Worker Rally Point (tested it with a visual beacon in game).

    However, you can get the position of the point, yet you can't set it with a Move Point action.

    The trigger debugging gives me: "00:00:00.00 Trigger Error in 'gt_MeleeInitialization_Func': Could not get 'p1' from parameter in 'PointSet' (value: 65535)" ( PointSet is the raw script name for the MovePoint action).

    Other tests with a preplaced hatchery lead to nothing (see action below).

      Point - Move (Rally point target point for point 2 with target 1 for Hatch Test) To (Position of Mineral Field [38.00, 124.50])
    

    The above is not moving the rally point. Even point 1 with target 1, i.e the troop rally point.

    (N.B: Oh and if it's useful to anyone, the second argument B in Rally point target point for point A with target B refers to the B-th point in a SHIFT command for the worker rally point).

    Posted in: Triggers
  • 0

    posted a message on Set Worker Rally Point

    @deathtorn: Go

    It is setting the troop rally point only, no matter what.

    I want to set the Worker Rally Point on one of the mineral patch so the proper action would be of type: "Order Targeting Unit". However there is no ability "Set Worker Rally Point" in the list, I've tried all of the other "Set Rally" and they do not work.

    Posted in: Triggers
  • 0

    posted a message on Set Worker Rally Point

    Hey everyone!

    I can't seem to find how to set the Worker Rally Point of a hatchery through triggers (at the beginning of the game). I can only place the troop rally point.

    If anyone know how to set this worker rally point, I'll gladly welcome the solution :)

    Posted in: Triggers
  • 0

    posted a message on [Idea/Beginning Dev] Microless SC2

    Hey, thanks for replying guys.

    Quote from OutsiderXE: Go

    -Autocast for the production of any unit (should only order building of unit as soon as prvious unit is ready, not queue up the queues. much like interceptors).

    I think the aim of this mod would not be to remove any control a player have, but either to add or ease the control he already has.

    So everything that falls into the category "I would have done that anyway, but I spent 5 seconds doing it manually" is something that can be listed here.

    In this respect, auto-casting should only be applied to mechanisms that would be done regardless of situations. Queen - Spawn larvae is a good example for this, as there is no way you want to stop casting that spell (apart from very specific games where you want to have some energy for heals).

    And so, as to not remove any control from players, auto-casting for unit production is not something that should be considered here: a player should always be able to decide what and when to build as you hint in your post.

    Quote from OutsiderXE: Go

    2) have a matrix-mode that can be activated every xx minutes xx times by any player. This will slow down the game for every player giving time to react.

    I love the bullet time idea, and this does fit in here perfectly. It does permit oneself to take time and ponder about what to do, instead of watching in stupor, just thinking "Oh damn, a fight is happening. It is a big fight. Troops are dying. Seems I have nothing left.".

    for the 1/, I'm not convinced and the 3/ would be nice but not a priority in my opinion, as it can be done with a friend coaching .

    @GnaReffotsirk: Go

    Quote from GnaReffotsirk: Go

    Micro can be very situational. Scripted construction, harvesting, research would be a good direction to go, leaving players the micro side of the game.

    That's almost what I had in mind!

    My guess is it would be better to learn SC2 ( and even play to some extent!) with an eased start (Workers sent automatically, menu for building available everywhere, etc..). Because once in a standard melee game, new players can go : "So I know I have to do that, I've seen it work, this little dude goes there and build up stuff, let's try it". And instead of guessing what is about to happen, they just know the flow of the game.

    So my plans right now are to somewhat limit the development of this project to a minimum (start/production easing/Bullet Time), letting aside some of the main work on data and make a first public map and see what results it comes up with. However I do not guarantee it will be finished fast :D

    Posted in: Project Workplace
  • 0

    posted a message on Spawned Unit Attack

    @Ruzial: Go

    I think I understand what you want:

    You might want to:

    1/ Spawn your units, put them in a group, do not order them

    2/ Launch a periodic timer and use this timer to attack the heroes positions (not the units themselves)

    This way your units should never wander off, and won't be stuck on attacking a specific unit.

    Is that it ?

    Posted in: Triggers
  • 0

    posted a message on [Idea/Beginning Dev] Microless SC2

    Hey everyone ! I have this interesting idea that I've have been working on right now.

    It's a micro less SC2, so the standard melee game but with a lot of automatisms to make it less APM needy.

    However, I started it using mainly triggers (I suck at data editing :p), and right now it appears to require an impressive working time.

    So I have some questions before I invest more development time on it:

    - Has it already been done?

    No point in overdoing it if it's already around.

    - Is it a good idea?

    I personally think it is, it can help new players get a feel of the game strategy, discovering "what to do" first instead of focussing on "how to do", and it can lead to casual fun and relaxed games.

    - If the above is yes (good idea), can you help me listing what to automatize? I'm mainly a zerg player, and I must have forgotten lots of thing for the other races.

    First List of what would be in:

    - Starting game: Send workers on minerals automatically and start first drone/SCV/probe production

    - new attack move for every ranged units: Alternatively attack and move according to the fire rate.

    - Refinery/Extractor/Assimilator can call 3 drones to harvest.

    - Building menu available from everywhere, and will call up available/nearest worker to build the selected item.

    - building group now add buildings of the same kind to the current group upon completion.

    -

    Zerg:

    - Queen auto-larving

    - Creep tumors rallying (automatically spawn creeps tumors up until the rallied point)

    - Every overlord generates creep as soon as the lair tech is up

    -

    Terran:

    - Tank "frog leap" specific attack (from on place in siege mode to another)

    -

    Protoss:

    - Pylons gets the build menu once warpgate tech is done. it will build all units in the area of the selected pylons and have a rally system

    -

    I've worked on the Starting game right now and some part (more or less successfully) of the zerg gameplay !

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