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    posted a message on Leaderboard question

    I have a problem. Say u have three players in the sc2 lobby, red blue and teal. If blue leaves the game then when my leaderboard is created there are two rows for the two players, red is in the first row and the second row is "blank". I would think this would be a common problem that would happen to everyones leaderboard, unless there is some way to avoid it. Is there anything you do to your trigger to preent it from happening. Ive tried many differnt methods of skipping over the empty user when adding players to the board, but nothing works. Ive even changed the color of the empty user to black and tried to sort it outside the bounds of the leader board but even that does not work. The empty user player type is treated very strangley, it is not counted when counting players, but it is checked and added to the leaderboard despite the fact that it is empty. Ya i dont have any code posted, again this is either a problem that everyone has and there is no solution to it, or the solution is well known and hopefully someone can just tell me.

    Posted in: Triggers
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    posted a message on Private publishing question

    Hi, people play my map a decent bit so i want to know if i can publish it privately to test on battle net and the last public version i uploaded will still be available to play for everyone?

    Posted in: Miscellaneous Development
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    posted a message on Get player name property

    nevermind i got it.

    Posted in: Triggers
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    posted a message on load/unload transport problem

    hi, im trying to make a hercules only be able to load/unload units while landed. I tried making two differnt abilities, but that didnt work as i would load when the thing was landed, then lift off to flyer mode and it would drop the units out, i guess because the two abilities are different. So i think i have to use one ability for both modes, anyone know a way to set a state requirement so that unload/load can only take place when its landed, but can still carry the units around when flying. The unload/load and carrying units kind of goes hand in hand in the ability so having a hard time with it. Thanks

    Posted in: Data
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    posted a message on shared ecnomy help

    @kmerc101: Go

    One thing that might work, is when a player gets income like minerals, add that to a team counter pool. So you could have a UI box that dispalys team minerals: 0, and if 1 player gets 5 mins, 2 player gets 10, and 3 player gets 4, then team minerals: 19. Once those mineral values u get in income are added to that integer value in the UI box ull want to set player minerals to 0 so that you dont keep adding minerals to your integer value that you already added to it.Then go into triggers and write a trigger that basically removes a corresponding number from your UI box given the units costs whenever a player buys something, or whenever a button is hit to train something deduct the monetary amount and then make the unit for the player. Minerals are never actually spent. Your integer value in the UI box is just added too or subtracted from with the income and spending. So if your team has 19 resources in the UI box and a player spends 10 on a unit, then it will have 9. Obviously ull need conditions in there that must return true in that the integer in the UI box is greater than or equal to the unit your trying to buy. So again, nothing would actually cost any resources, your just modifying the integer value in your UI box given the income and spending you do. I know my answer as specific as it could be (i just came up with it off the top of my head in about 45 seconds), but hopefully youll get the idea and know what to do.

    Posted in: Triggers
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    posted a message on How do you disable resource splitting?

    @OneTwoSC: Go

    Lol first off onetwosc id like to thank you for your first person rpg tutorial on youtube, i used it when i was learning how to put a sky into the game. For your question, I haven't tried it, but it might not work. What this trigger does overall is player leaves, his resources are split amongst his allies, the leavers resource array value is set to zero, and then all of the players in the game's resource values are set to their corresponding array values, this all happens instantly (note the arrays aren't updated after the player leaves the game and gives out his resources, those previous values must be maintained for the trigger). If you updated the resource array values whenever a persons resources changed, which does happen when someone leaves: for example they leave the game, and you get 10 vespene from them, due to the fact that your resources changed, your vespene array value is automatically updated to include those resources from your ally. If this is what happens, then it might not work, but who knows maybe it will like i said i haven't tried it. I made this trigger for a game that has turn based income so i dont really have the problem of needing to constantly update the arrays. Also to add to what i said before using the pick every player and picked player functions could replace the do whiles and counters, i just typically don't use them, and i don't know if they would work for sure haven't tried it.

    Posted in: Triggers
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    posted a message on How do you disable resource splitting?

    @Zero0018: Go

    This is what you need to do. Create two integer arrays with a number of indexes equal to the total number of possible players in the game. One array for vespene one for minerals. you need to create a while loop with a counter and set each index in the array 1,2,3 and so on to their corresponding player vespene amount, player 1,2,3 and so on: set array(playernumb) = player playernumb(vespene). your going to want to update these arrays every few seconds or so or even every second depending on how your game works. When you update the arrays only update up to player count, so if you have 12 potential players, but only 5 players are in the game your player count will be 5 and it will only store the values for those 5 players. If you don't do this its probably fine, you may get a timeout error but i doubt it (you can get player count by at map int do pick every player in player group active players and modify variable playercount + 1). Now that your arrays are being updated you you need to write triggers for when the player leaves the game. So when player leaves game, you first need to set each array to: set array(triggering player) = 0 to set the leavers vesp/min to 0, then run a while loop with a counter with this line of code: set playernumb vespene = array(playernumb). Once the while loop runs through your done and the values are set to were they should be.

    Posted in: Triggers
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