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    posted a message on Need help testing my map!

    Why not use the map tester list? Stickied in this very forum.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Issuing a target command via right click

    I can't speak for the Blink ability, but I did a similar thing with Move -> Rally. When I disabled the move command for a unit the default right click command became Rally instead of move.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Making unit to force idle?

    It would take less time to test this for yourself than to post a topic, asking about it.

    Place a unit on a map.
    Make a trigger that types some text in the chat when the unit becomes idle.
    Test the map.

    Posted in: Miscellaneous Development
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    posted a message on End game/most minerals

    Yup, that would have been my next move. Or if you want to allow for the possibility of tied games, make "Highest Minerals" an array with the size of the maximum possible number of players (doesn't really matter if it's too big).

    I believe this should do it. I kind of got the urge to remake the first part of the trigger too (more than I already did) since it feels like I'm mixing two different ways to do this trigger... but I'm too tired right now. Let me know if I messed up somewhere.

    Posted in: Miscellaneous Development
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    posted a message on End game/most minerals

    This would be much easier if the number of players always were the same... We have to make the trigger dynamic and work with any number of players. I hope you won't come back and say it's a 1v1 or something, cause then all this was pointless.

    I will try to explain each step I did in case something doesn't work as expected.

    Event is empty since I have no clue when your game is supposed to end. After 30 minutes? After someone built 10 structures? After a boss unit is killed?

    The variables will make sense further down when we use them.

    Player Group - Pick each player...
    We need to do the same thing for every active player currently in the game.

    Variable - Set Highest Minerals...
    Each player starts out with the variable "Highest minerals" set to true. As long as the trigger doesn't find another player in the game with more minerals, this will stay true. This will work even if the highest mineral count is tied between two or more players.

    General - For each integer x...
    Now we need to count the amount of enemies and see if any of them have a higher mineral count. All active players minus one should give us the number of players to check. (there is another, easier, way to do this, but that's assuming all other players in the game are set as enemies)

    General - If... 1
    Now we can check each of the remaining players minerals against the current one.

    It's kind of hard to explain the condition here, but basically this will check each other player individually against the picked one. If anyone else have a higher mineral count, we change the variable Highest Minerals to false.

    General - If... 2
    Now we simply end the game in victory for the picked player if Highest Minerals stayed true through all the checks. If not, defeat.

    Now we pick the next player and go through it all again.

    I just realized.. this might not work since we are ending the game for a player and then moving on to the next. If the player group "Active Players" does not count those that have been checked set for Victory / Defeat, we might have a problem. Try this first, if it does not work. I have another idea, but it would make the trigger even more complex.

    Posted in: Miscellaneous Development
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    posted a message on Unverisal Low Cliff Level Fog?

    I can't check the map editor right now but can't you just open one of the campaign maps with the fog and skim through it?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] How to set up a rescue trigger?

    There's a sound effect and the circle below the rescued units flash, if memory serves. Something along those lines.

    Posted in: Miscellaneous Development
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    posted a message on [Data + Terrain + Triggers] Question About Wading Effects In water

    You can combine rectangles and circles into a single region. It's not that much work, even if the watery shape isn't very regular. Just make a bunch of regions and Edit - Merge Selection. Here's something that took me less than 5 minutes to do. Give it half an hour and you'd have perfect coverage,

    Posted in: Miscellaneous Development
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    posted a message on [Trigger, Record] Need help with records/structs

    Three time's a charm? The forums ate my post twice now so I'm kinda sick of typing it up...

    To use your record you have to set up a variable with the type "record" (close to the top of the list). Now you can see and use your record.

    Something like this:

    (record)   PlayerData
    (variable) Player <PlayerData[8]>
    
    
    PlayerData
        Variables
            Health = 0 <Integer>
            Position = No Point <Point>
            etc. = 0 <Integer>
    
    
    Set Player health
        Events
        Local Variables
            x = 0 <Integer>
        Conditions
        Actions
            Variable - Set Player[x].Health = 1000
    
    Posted in: Miscellaneous Development
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    posted a message on [Trigger] How to set up a rescue trigger?

    Ok, I read your posts three times but I can't figure out what you got working and not. You are mixing both our posts together with little to no punctuation or spaces. You don't have to write perfect English, but try to make it easy to read and understand.

    I assume the Region works and you got the event all set. The Action you want is "Rescue Unit Group". Change "Unit" to the function "Units In Region Matching Condition". Fill in the rest like this:

      Rescue Unit Group
          Units: Units In Region Matching Condition
              Unit Type: Any
              Region: Rescue 01
              Player: 0
              Unit Filter: Excluded: Missile, Dead, Hidden
              Count: Any Amount
          Player: Triggering Player
          Change Color: Change Color
    
    Posted in: Miscellaneous Development
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    posted a message on [Trigger] How to set up a rescue trigger?

    The units you are supposed to rescue attack you? Make sure they are set to player 0 and that player is still neutral.

    As for the triggers, it's quite simple:

        Events
            Unit - Any Unit Enters Rescue 01
        Local Variables
        Conditions
        Actions
            Trigger - Turn (Current trigger) Off
            Unit - Rescue (Any units in Rescue 01 owned by player 0 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) for player (Triggering player) and Change Color
    

    Rescue 01 is obviously the region I set up around the units to be rescued.
    Turning the trigger off isn't really necessary since player 0 will not own any units in the area after they have been rescued, but I think it's good practice to disable it anyway to prevent odd behaviors.
    The rescue trigger gives any units owned by player 0 in the region to whoever happened to trigger the trigger.

    Edit: Both of these solutions should work, but if you use the change ownership action, you won't get the classic rescue effects. Also, why pick each unit separately when you can just give it all in one action? Meh, try both and see which you like, we all have different approaches.

    Posted in: Miscellaneous Development
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    posted a message on limit on certain unit type in transport?

    Assuming it's acceptable to have the transport unload instantly. Or maybe you can change this temporarily during the quick loads, dunno.

    Posted in: Miscellaneous Development
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    posted a message on Insane FFA chievement

    @Sephiex: Go

    That's what I did... took me a second try though as I underestimated the AI a bit. I grabbed all the islands, built up a strong economy and was just about to start massing the BC's when a fleet of overlords came and razed my production base. Oops.

    Posted in: General Chat
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    posted a message on limit on certain unit type in transport?

    A sort of ugly workaround would be to check what units are loaded into the transport and simply unload / reload it instantly, excluding the unit you don't want. I did a similar thing to a bunker and you actually didn't even see the units that jumped out and then back in. A transport might not work as neatly since they unload one unit at a time.

    Posted in: Miscellaneous Development
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    posted a message on Better "pathing cost between points"? [Solved]

    I'm toying with the idea of using two invisible units. One flying and one.. err.. "grounded" and compare the travel time of them, but I need the check to be instant or what I'm trying to accomplish will look very odd.

    I don't get how ground pathing cost can be an Integer. Blizz must have cut off the decimals or something which is beyond me why they would do.

    Hmm, maybe checking every point with 0.1 steps towards the destination checking if ground pathing is open. Dunno, guess it's worth a shot.

    Edit:
    It works. I cut out a lot of the trigger, but here's the meat of it for anyone who wants it.

    General - While (Conditions) are true, do (Actions)
        Conditions
            offset <= Birds path
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Player[x].Current Position offset by offset towards Rally Click) is passable) == false
                Then
                    Variable - Set Rally Click = Player[x].Current Position
                    Variable - Set offset = Birds path
            Variable - Modify offset: + 0.1
    Variable - Set Player[x].Next Move = Rally Click
    
    Posted in: Miscellaneous Development
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