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    posted a message on Automatically add/enable behavior if no other unit has it.

    @Zackreaver: Go

    Your idea for an ability with a custom requirement i think is the most elegant solution, I dont think theres a way to have the behavior 'jump' to another unit on death without utilizing triggers, but someone who knows more about the data editor than I may say otherwise :)

    Posted in: Miscellaneous Development
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    posted a message on Question on custom triggered abilities

    @togrias: Go

    Even without using the command card, you should be able to just create the abilities in the data editor and fire them from a trigger yes? Im not sure what exactly you're asking.

    Posted in: Miscellaneous Development
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    posted a message on Objects with numbers like 0/4 1/4..

    @Araxnid: Go

    Check out the objectives section, that should put you on the right path.

    Posted in: Miscellaneous Development
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    posted a message on Ability Question..

    @Zero0018: Go

    Strange, ive only ever seen that show up when messing around with copies of salvage. Do you have any mineral costs associated with the ability? Or any costs in general, energy etc.

    Posted in: Miscellaneous Development
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    posted a message on Galaxy editor crashing

    @wowacesucksmassivekok: Go

    Any item, or one in particular?

    Posted in: Miscellaneous Development
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    posted a message on help with siege tank autocast

    @sandround: Go

    I had this idea, and eventually used a trigger for when unit becomes idle. But this was for a map that the players had no control over individual units, like income wars, or nexus wars.

    Posted in: Miscellaneous Development
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    posted a message on Help with Unit Enters/Leaves range of another unit

    @NotoriousSpy: Go

    You could make a dummy ability, set it to autocast with your desired criteria, then if need be, hide the ability on a command card the player cant see, and then do your trigger on use of that abililty? This is untested, but its my 2c

    Posted in: Miscellaneous Development
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    posted a message on Variables.

    @Swifteg: Go

    start with Unit from Unit Group, then on the fly create your unit group with Units in Region Matching Condition

    Posted in: Miscellaneous Development
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    posted a message on Variables.

    @Swifteg: Go

    Is this nydus very central for your map? meaning players start with 1 each, and it exists until they lose? If they only ever have 1, its real easy.

    If this is correct, the following should work:

    TempTrigger
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
        Conditions
        Actions
            Unit - Create 2 Zealot as cargo in (Unit 1 from (Nydus Network units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))
    

    Another way would be to use an array variable, with each players nydus in their respective 'slot'

    If thats not correct, let me know and im sure I can throw together an example that pertains to your problem.

    Posted in: Miscellaneous Development
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    posted a message on Variables.

    @Swifteg: Go

    do the buttons do different things for each player?

    If its the same, just do the event for any player, and then when you need to assign something to that player inside the trigger, use the function TriggeringPlayer.

    If this isnt applicable, please disregard :D

    EDIT: This is from one of my maps and should show what i mean

    Unlock - Protoss Air 2
        Events
            Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
        Local Variables
            trigplayerasgroup = (Player group((Triggering player))) <Player Group>
        Conditions
            (Used dialog item) == Buttons[Unlock Protoss Air 2]
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    AvailableUnlocks[(Triggering player)] >= 1
                Then
                    EnableButtonUnit((Triggering player), Carrier)
                    EnableButtonResearch((Triggering player), ProtossShields3)
                    EnableButtonResearch((Triggering player), ProtossAirAttack3)
                    EnableButtonResearch((Triggering player), ProtossAirArmour3)
                    EnableButtonResearch((Triggering player), Flux Vanes)
                    EnableButtonResearch((Triggering player), Graviton Catapult)
                Else
                    UI - Display "You do not have any available unloc..." for trigplayerasgroup to Error area
    
    Posted in: Miscellaneous Development
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    posted a message on Beta to release

    @Thebillsta: Go

    What was the last version the maps were loaded under? Ive never had problems from the transition.

    Also, can you describe whats gone wrong?

    First instinct say load the map, then do a save as, save it as a new file, close the editor and reopen the new file. If its anything like messing with dependencies, everything looks messed up, but after a save/load it goes back to normal.

    Posted in: Miscellaneous Development
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    posted a message on Variables.

    @Swifteg: Go

    Of course, just make a variable outside of the trigger, it will be created and listed in the same place as your triggers are.

    Posted in: Miscellaneous Development
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    posted a message on [Solved]How to make a trigger that dosent allow a research item to be researched after being researched

    @Darkling155: Go

    You dont, requirements are made/edited in the data editor, take a look at some of the other tech requirements, its a little tricky at first, see if i can explain :)

    Lets take a look at the Learn Protoss Ground Weapons 3 requirement.

    under the first Folder, of the same name. You will see 2 More folders, one is Use, and one is Show.

    When a button has this requirement, it will show in the command card if the conditions under the "Show" Folder return true, in this case. If the count of the protossgroundwepaonslevel3 is que'd or better, meaning its been que'd up somewhere, or its been completed already (the better portion of the statement) is equal to 0, it will show up. If that statement returns false, meaning we DO have it que'd up somewhere(because now the count is not equal to 0), or we have it competed, the button will be hidden.

    The use folder functions the same way, if the statements inside it, return true, the ability is usable, in our example, the ProtossGrounWeaponsLevel2 must be complete and any amount of (notice there's no constant with the unit count statement) TwilightCouncils are equal to complete.

    At least that's how i understand it, Ive only made a few requirements myself.

    Posted in: Triggers
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    posted a message on Aura not working on preplaced units

    @soulwhip: Go

    They're about the same, at its core, an autocast behaves very much like a search effect, it checks every 0.X seconds if its autocast validators return true, and if so, tries to cast.

    Posted in: Miscellaneous Development
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