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    posted a message on Dialog Button Like Command Card

    What I would do, in my most noob fashion, is import a custom image .dds file for the image and just set my dialog image to that. I figure it would be useful to have the ability to customize the image anyhow. Linking stuff is confusing to me.

    Also for the tooltip, id just write it in. But you may have that part figured out anyways.

    • station*
    Posted in: Triggers
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    posted a message on homepage has video audio that I cant find/turn off

    Everytime I goto sc2mapster.com after about 5 - 10 seconds audio starts to play, something about worldtech live. idk. But it is every time. I checked all the youtube vids AND the ads on the right. None of them are on or even correlate to the audio im hearing. It is impossible to view any of the vids from the homepage due to the background audio....

    Anyone else getting this?

    Posted in: General Chat
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    posted a message on Mouse click to fire

    If you are wanting a one time attack, which I think you are, go to the environment section of trigger effects and use the unit deals damage effect. Here is an example...

    Unit - Make MarineDisarmed [44.98, 46.77] face (Position of PlayerTarget[1]) over 0.0 seconds Animation - Play Attack animation for (Actor for MarineDisarmed [44.98, 46.77]) as Default, using Non Looping options and Default Time blend time Unit - Order MarineDisarmed [44.98, 46.77] to ( Stop) (Replace Existing Orders) Environment - Deal damage using Marine - Guass Rifle (Damage) on PlayerTarget[1] from MarineDisarmed [44.98, 46.77] with 0.0 extra damage

    This will simulate the 'MarineDisarmed' unit doing a single attack from a guass rifle, animations and sounds intact. Obviously you will need to take the weapon off the units, if you dont, then you will have to modify ALOT more stuff.

    I havnt tried to have the unit save its original 'move' location and requeue it. Good luck on that one.

    Posted in: Triggers
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    posted a message on When is credit due to designers?

    I have to make this quick but... I have four different maps Ive been working on since about october. I keep running into road blocks. Mainly in the data editor, but a few triggers aswell.

    So my question to you guys is... If I were to design a map/game on paper, but have someone else implement it, who gets the credit? Id say 2 of my four ideas are GREAT map ideas. Ones that would just be epic. But I fail. lol. I would hope that if I had someone make it, I would still get credit for the idea, the ingenuity(sp?). But where does my credit end and the creators begin???

    thanks for the feedback

    Posted in: General Chat
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    posted a message on Be apart of sc2mapster online!

    Quote: "The bunk beds were a terrible idea! Why'd you let us do that?!"

    Nickelodeon slime green

    Posted in: Off-Topic
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    posted a message on SC2 players are so depressing...

    I understand your concern. Player behavior cant be fixed. But in regards to players rushing or the cheddar...

    Its a strategy you know about, that players use, so in turn build a strategy against it. The joy of the game is overcoming those type of challenges. When someone rushes you and you effectively counter, it is a great feeling to beat that player. Use what they think is a strength against them. A few examples: -----

    Terran player rushes reapers, this takes away from their regular unit production and you can bet that if you can fend off the reapers at your base, that they will be left with little to no defense.

    Zergling rush. It goes without saying that a single ling is weak. So if you are toss, grab a zealot or two and a cannon and put it near ur resources. Once you get enough forces this rush is squashed, then your playing mid to late game units. Terran can wall and then have enough units to matter by the time banelings hit the field. while were on banelings, if you see them coming, which you should, sting ur marines while u run. (have them move then tell just one to hold position and so on until the banelings are wasted on one marine/unit at a time. -----

    My bud and I always build like we are rushing, I get lings, he gets 5 zealot rush going. Then we tech, this way we get to play end game units but if the enemies rush, we can counter. The end game units that you want to use so bad are for big war scale battles. If the game ends with teir one units, then you arent seeing the big picture, that this is war.

    Just be prepared and scout.

    Posted in: Off-Topic
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    posted a message on Creating Unit?

    I am with you on the disconnection between triggers and data. But it makes sense, because the data stuff is built in, to help streamline these features. The trigger system seems to be a whole other layer.

    But to help you along, If you create a variable that is of GAME LINK type, and then set that to a behavior type in the drop down below that, then you can infact call apon the bahavior that created a unit. I hope this helps. ^_^

    Posted in: Triggers
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    posted a message on Trigger, wipe all units

    @StatusQ3: Go

    First youll need to define how the units are counted. Make a GLOBAL variable that is of Integer type. For this example I will name it tempInt.

    If you want the count to include pre placed units then you will need to have the 'pick each unit in region(entire map)'. Then in this loop, have an action SET VARIABLE. Make the left side of the = sign, tempInt. Then on the right side go to the MATH category, select the arithmatic(integer) action. You will want to set this to tempInt + 1. Now you have effectively counted all the units on the map. You can add an IF statement there to make the count specific to a type of unit.

    Now everytime a unit is created on the map you will want to add that unit to your count. So make a trigger with the EVENT set to 'Unit is created' This is in the UNIT section of trigger Events. Now again, you can set a condition to make this only react when a neutral or hostile unit is created. If you need explaination on that part, ask. Now in your actions portion of this trigger make the set variable command like before, tempInt = tempInt + 1.

    You can also make another trigger that has the EVENT 'Unit Dies' and have the action -> tempInt = tempInt - 1.

    Now you will need to make a new action that will send your mothership out. Some may suggest have a period timer Event Trigger to check the value of tempInt, but I would just include an IF statement in your unit created Trigger. Here is what I mean...

    After your statements in the trigger that says 'Unit is created' in the EVENT line, set a new action 'IF THEN ELSE'. This action is in the GENERAL section of the trigger actions menu. Once this is selected you will need to set the comparison value. This is done in the 'IF' portion. Right click IF and select 'new element'. Once here you can set any comparison of values. Double click value 1 and set this value to the variable tempInt, by selecting the variables tab/dot at the top of the window, you should see it on the list. Now set the second value to 600. Now the operator, I believe default is the equal sign (=). Set this to ">=". This means, Greater Than Or Equal To. The whole If statement will be, "If *tempInt* is greater than or equal to 600 do..."

    Now for the do part, after you setup the comparison, the THEN section of the 'IF' statement is where you put the actions that you want to take place if the statement is true. Now this part you will need someone elses advice. I do not know how to setup an animation, well not well enough to teach.

    GL, hope it helps.

    Posted in: Triggers
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    posted a message on Making T/HDenfense. Help with AI please.

    There may be a more efficient way but here is what I would do...

    create an action definition that spawns said unit, tells it to move to a certain location. Action definitions can be called on over and over and run on their own thread.

    At point one make a small region, when unit (condition owner of unit = neutral/hostile) enters region, issue order move (triggering unit) to point 2. repeat the same until the last point at which you should issue move scan, which will cause the unit to move to a location but attack any enemy along the way.

    Hope this helps and is understandable.

    Posted in: Triggers
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    posted a message on Dialog button problems

    Are you trying to just have a button with a working image? I have seen people struggle with it and make a work around that includes making an image on top of or behind a button. Is this what you are trying to do?

    Posted in: Triggers
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    posted a message on Set a variable (integer) to the index of an array ???

    @PsychoMC: Go

    nope. Because in your example 'set variable (int) = index of button[x]',

    To define the button, whose index you would like to know, you would again have to declare the button by its own index there, by hand. So in the long run, manually doing it is easier anyways.

    Posted in: Triggers
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    posted a message on Defining from number x to y

    @PsychoMC: Go

    When checking for dialogs used, especially when in an array, you have to specify directly to which one the player used. So there is no way for the editor to react to a range of buttons.

    If by the player pressing any of the 5 buttons there is a single reaction, then in the conditions just make the used dialog button must be equal to button[1]. Then add an OR condition, that says the button used must be equal to button[2].. and so on.

    But if each button does something different, and you want to have If statements or a switch in one trigger, I would recommend against it. Make different triggers for each button, makes the code much cleaner, in my opinion anyways.

    Posted in: Triggers
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    posted a message on Best way to identify players when having two teams?

    I was half asleep when I first posted this. So I edited it to make sense. ^_-

    Posted in: Triggers
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    posted a message on Best way to identify players when having two teams?

    I have a two team map. But I have a problem with calling certain players depending on the amount of active players. Meaning, First player on team one is 1, but when there are only two players, the first player on team two is player 2, instead of player 7 (6 players per team).

    I use a few loops to fit the player into a variable to call on later appropriately, but is there a better way of doing this?

    Here is an example of what I do:

    • global int playerNum[12] = 0
    • temp int count = 1
    • temp in player = 1

    pick each player in team 1 {

    set playerNum[player] = count

    player = player+1

    count = count+1

    }

    set count = 7

    pick each player in team 2 {

    set playerNum[player] = count

    player = player+1

    count = count+1

    }

    Posted in: Triggers
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    posted a message on attribute calculations in behaviors?

    Thats the problem. The result of my calcualtion isnt always a number I could predetermine. For example(again =P) If I have the result be 1.5 then I would need the behavior to add .5 then just apply 3 behaviors. But, if the result is 1.6, then I would have to make another behavior for .2 and apply the first behavior twice and the next behavior 3 times. The combinations are crazy but you get the point. I guess I will just have to dumb down what I want and go with simple calculations and modifiers.

    Which is fine, I can still use the simple method, it wont seem simple to the user. ^_^ I guess I overcomplicate.

    Posted in: Data
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