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    posted a message on Minimap Unit Limit

    @dddarrenccc: Go

    Shame. =\

    @Reaper872: Go

    Add a minimap icon and set minimap size to something bigger than 0.

    Posted in: Miscellaneous Development
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    posted a message on Minimap Unit Limit

    @Rileyb80: Go

    Yeah but without the trees showing on the minimap the map looks undefined.

    Posted in: Miscellaneous Development
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    posted a message on Minimap Unit Limit

    I found that the minimap limits the amount of units that it displays to around 2000 which isn't a big deal for maps that don't deploy too many units at a time but for my map which uses trees (Trees are also resources which are considered units) to define "bases" it's extremely problematic. Does anyone know a way around this limit?

    Posted in: Miscellaneous Development
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    posted a message on [trigger]How do you do "Player Commands 0 Buildings" trigger in SC2?

    http://i914.photobucket.com/albums/ac345/Sevun/rclick.png

    http://i914.photobucket.com/albums/ac345/Sevun/dclick.png

    Double click on the word phrases to change them.

    Posted in: Miscellaneous Development
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    posted a message on [Triggers] Easy Wave Spawning

    Walkthrough by Sevenation

    Difficulty: Intermediate

    This is a very simple script that makes it very easy to edit and add new levels. No more copy pasting and repetitive, boring, eye-killing clicking!

    .

    . .

    -=-=-=-=- http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpgGlobal Variables -=-=-=-=-

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Level = 1 <Integer>
    Defines the current level. It's default number is set to "1".

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Player Spawn = No Point <Point[xx]>
    Defines where the player's spawn is. This can be changed to a region. This and "Player End" are the only variables that must be manually set. The array is equal to the amount of players in the game. Player 1's spawn is set as "Player Spawn[1]", Player 2 to [2], etc. (Create a new trigger and assign the points/regions at Map Initialization)

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Player Spawn = No Point <Point[xx]>
    Defines where the player's end zone is. This can be changed to a region. This and "Player Spawn" are the only variables that must be manually set. The array is equal to the amount of players in the game. Player 1's end zone is set as "Player End[1]", Player 2 to [2], etc. (Create a new trigger and assign the points/regions at Map Initialization)

    -=-=-=-=- http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpgInitiation -=-=-=-=-

    ....http://i914.photobucket.com/albums/ac345/Sevun/events.jpg Events

    ........http://i914.photobucket.com/albums/ac345/Sevun/game.jpg Game - Map initialization

    ....http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Local Variables

    ....http://i914.photobucket.com/albums/ac345/Sevun/conditionsarrow.jpg Conditions

    ....http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Actions

    ........http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Run Start Level (Check Conditions, Don't Wait until it finishes)

    ........http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Turn Init Level On

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Level = (Level + 1)

    .

    http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpg This trigger sets up and starts the wave spawning.

    http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Run Start Level
    Runs "Run Start Level". (This sends the starting wave).

    http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Turn Init Level On
    Turns on (not run!) "Init Level On" which starts the timer for new waves.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Level = (Level +1)
    Sets "Level" to [Level + 1] (Sets Level to 2 to avoid spawning Level 1 twice).

    .

    . .

    -=-=-=-=- http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpg Init Level -=-=-=-=-

    ....http://i914.photobucket.com/albums/ac345/Sevun/events.jpg Events

    ........http://i914.photobucket.com/albums/ac345/Sevun/timer.jpg Timer - Every 30.0 seconds of Game Time

    ....http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Local Variables

    ....http://i914.photobucket.com/albums/ac345/Sevun/conditionsarrow.jpg Conditions

    ....http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Actions

    ........http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Run Start Level (Check Conditions, Don't Wait until it finishes)

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Level = (Level + 1)

    .

    http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpg This trigger sends a new wave every 30 seconds.

    http://i914.photobucket.com/albums/ac345/Sevun/triggertrigger.jpg Trigger - Run Start Level
    Runs the send wave trigger.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Level = (Level +1)
    Sets "Level" to [Level + 1]. If the current level is 1, the variable will be set to 2. This makes it so that on the next 30-second cycle, the next level will be sent.

    .

    . .

    -=-=-=-=- http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpg Start Level -=-=-=-=-

    ....http://i914.photobucket.com/albums/ac345/Sevun/events.jpg Events

    ....http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Local Variables

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Unit = No Game Link <Game Link - Unit[5]>

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Number Of Units = 0 <Integer[5]>

    ....http://i914.photobucket.com/albums/ac345/Sevun/conditionsarrow.jpg Conditions

    ....http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Actions

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Unit[1] = Zealot

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Number Of Units[1] = 20

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Unit[2] = Stalker

    ........http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Number Of Units[2] = 30

    ........http://i914.photobucket.com/albums/ac345/Sevun/General.png General - If (Conditions) then do (Actions) else do (Actions)

    ............http://i914.photobucket.com/albums/ac345/Sevun/conditionsarrow.jpg If

    ................http://i914.photobucket.com/albums/ac345/Sevun/conditions.jpg Unit[Level] == Any

    ............http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Then

    ........http://i914.photobucket.com/albums/ac345/Sevun/playergroups.jpg Player Group - Pick each player in (All players) and do (Actions)

    ............http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Actions

    ................http://i914.photobucket.com/albums/ac345/Sevun/units.jpg Unit - Create Number Of Units[Level] Unit[Level] for player 15 at Player Spawn[(Picked player)] ................facing 270.0 degrees (No Options)

    ................http://i914.photobucket.com/albums/ac345/Sevun/units.jpg Unit - Order all units in (Last created units) to ( Attack targeting Player End[(Picked player)]) ................(Replace Existing Orders)

    ............http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Else

    ........http://i914.photobucket.com/albums/ac345/Sevun/playergroups.jpg Player Group - Pick each player in (All players) and do (Actions)

    ............http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Actions

    ................http://i914.photobucket.com/albums/ac345/Sevun/game.jpgGame - End game in Victory for player (Picked player) (Show dialogs, Show score screen)

    .

    http://i914.photobucket.com/albums/ac345/Sevun/triggers.jpg This trigger defines and sends the waves.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Unit = No Game Link <Game Link - Unit[5]>
    Creates a variable that holds all the wave units. The array number is set to however many levels are wanted.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Number Of Units = 0 <Integer[5]>
    Creates a variable that holds the number of units to send for every wave. The array number is set to however many levels are wanted.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Unit[xx] = xx
    Sets the level units. Example: "Variable - Set Unit[1] = Zealot" sets Level 1 to Zealots.

    http://i914.photobucket.com/albums/ac345/Sevun/localvar.jpg Variable - Set Number Of Units[xx] = xx
    Sets the amount of units for the level. Example: "Variable - Set Number Of Units[1] = 20" will spawn 20 units for Level 1.

    http://i914.photobucket.com/albums/ac345/Sevun/General.png General - If (Conditions) then do (Actions) else do (Actions), http://i914.photobucket.com/albums/ac345/Sevun/conditionsarrow.jpg If, http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Then, http://i914.photobucket.com/albums/ac345/Sevun/actions.jpg Else
    Because it'd be too confusing and ridiculous to explain this part separately, I'll just explain the process.

    First, it checks for http://i914.photobucket.com/albums/ac345/Sevun/conditions.jpg Unit[Level] == Any. This is checking to make sure that the current level has a set unit.

    If the current level does have a set unit, then it does http://i914.photobucket.com/albums/ac345/Sevun/playergroups.jpg Player Group - Pick each player in (All players) and do (Actions) which is doing the following actions for each player.

    http://i914.photobucket.com/albums/ac345/Sevun/units.jpg Unit - Create Number Of Units[Level] Unit[Level] for player 15 at Player Spawn[(Picked player)] facing 270.0 degrees (No Options)
    This is a bit confusing. This creates the number of units set by the "Number of Units" and "Unit" variables mentioned earlier. By using the "Level" variable as the array number, we can dynamically spawn the type and number of the level wave.

    http://i914.photobucket.com/albums/ac345/Sevun/units.jpg Unit - Order all units in (Last created units) to (Move targeting Player End[(Picked player)]) (Replace Existing Orders)
    This is pretty straightforward. It orders the units we just created for the wave to move to where they need to go.

    However, if there is no unit set for the current level, the trigger will assume that the game has ended, and the players are victorious. Obviously this isn't perfect, but I'm sure that after reading this tutorial you'll be able to figure out the way to make this perfect. :P

    Thanks for reading!

    Posted in: Tutorials
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    posted a message on How Do Yo Reset The Map/Terrain Back To Flat?

    @jerberson12: Go

    I think you can just copy+paste the triggers into a new map. If you have Data stuff too, just export and import.

    Posted in: Miscellaneous Development
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    posted a message on Looking for a guide for income wars

    @wowacesucksmassivekok: Go

    I don't get it. Why don't you just download the map "Income Wars" (It's on SC2Mapster), and look at the scripts? Bone was kind enough to leave it unlocked, so it's completely open.

    If you want a small little general concept: Set a global variable for income as an integer, and whenever someone completes the building of (unit) add the amount of income to the global variable relevant to the triggering player. It'll help to set the GV as an array. Then just set it so that every xx seconds, add income to the player's minerals.

    Posted in: Miscellaneous Development
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    posted a message on Income Wars no BS bug reports/discussion topic

    @b0ne123: Go

    Don't worry about it, the map sucks and it's on page who-gives-a-damn.

    Also, yeah. You can't upload the map to SC2Mapster if you lock it. If you did it'd just render the lock useless.

    @eltsoldier: Go

    It's a stolen map. Sure you edited the map, but if the original creator doesn't approve, it's stolen. The only "credit" I see is the AI being named bone, which I assume is because you were too lazy to edit it. If there's any actual credit, it's meaningless because it's unnoticeable.

    Why is it called no BS anyway? If anything it's adding BS to the original. The terrain is cluttered with deformations and doodads, and the spawn zone is impossible to navigate without spawning the wrong unit(s) first because it's so ridiculously cramped. Not only that, but the income and units are horribly unbalanced. In fact, I had 1/10 of the AI's income and I beat him with a single Stone Zealot. Try making your own map.

    Posted in: Miscellaneous Development
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    posted a message on Most Efficient way to Trigger +1 gas every 20 kills?
    Will Kill for Gas
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Kills[(Killing player)] < 19
                Then
                    Variable - Set Kills[(Killing player)] = (Kills[(Killing player)] + 1)
                Else
                    Variable - Set Kills[(Killing player)] = 0
                    Player - Modify player (Killing player) Vespene: Add 1
    

    With global variable "Kills (Integer)" array 6.

    Hope it works, didn't test it haha

    Posted in: Miscellaneous Development
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    posted a message on These Triggers are Exhausting...

    Depends on what you're doing. Variables and arrays help to cut back a LOT of extra trigger work.

    Posted in: Miscellaneous Development
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    posted a message on [WIP] Line Tower Wars

    Doop de doop.

    Posted in: Project Workplace
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    posted a message on Help! Help needed! cant see created map on bnet!

    @counter45: Go

    First, wrong section.

    I don't believe you can download a map and play it without running it through GE. If you want to play your map online with other people, you have to upload it into your account through GE. (File > Manage Published). If you just want to test your map alone, open it up and click the green "SC" button with an arrow under it.

    Posted in: Miscellaneous Development
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    posted a message on [WIP] Line Tower Wars

    Doop de doop.

    Posted in: Project Workplace
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    posted a message on [Contest] Buzz Me!

    Crap it up big time so the top maps are all rick rolls, then Blizzard will HAVE to do something! :D

    Posted in: Project Workplace
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    posted a message on [WIP] Line Tower Wars

    Doop de doop.

    Posted in: Project Workplace
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