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    posted a message on Help with Player Count trigger

    Heh, sorry about the cryptic answer.

    Are you trying to count the number of players? because there's a function that returns an interger that is listed under "player group"... it's called "number of players in player group" and you pick "active players". Then you don't need a crazy loop

    Posted in: Miscellaneous Development
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    posted a message on Wow... so I've never been in here before...

    So uhh... What's up? What are things like out here in the off-topic threads?

    I generally try to avoid off-topic threads as it deducts from the time I could spend searching for missing semi-colons and lost pointers...

    Posted in: Off-Topic
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    posted a message on Team of testers that love to play maps! <devs read>

    SC2mapster needs a vent...

    Posted in: Team Recruitment
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    posted a message on Forming a Map Team Project

    When I follow that link I only see a pic of the TD map, am I missing something?

    Posted in: Team Recruitment
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    posted a message on Help with Player Count trigger

    step through your If-Then statement with 4 players. You'll get 10, and 15 for 5, and 21 for 6.

    just need to fix your logic.

    Also for safety use pick each player in (acitve players).

    Posted in: Miscellaneous Development
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    posted a message on User Input Parser and int to char Conversions

    Since there are no pointers avaiable to GS (Galaxy Script) users, c-style strings are out. You want to parse an int to it's ASCII character? I'm willing to bet there's no built-in functionality for that... probably gonna have to do it the old fashioned way (enumerations are your friend in this case, but you'll probably have to build that too :-P )

    As for being able to parse user text input, you can get their chat msg with Event: Chat Message, but you'll need an identifier to trigger the event (It looks for specific strings and does not detect "any" message a player enters, although there may be a way to do that I do not know of). So make something like "player: any, inputs: "-" matching: partially" and then the player just has to type a hyphen before any "command"

    As for parsing through the string. there are a lot of conversions in functions-conversions. Look for what you need in there, get your substrings, and parse out your strings. reminds me of old C + + assignments...

    Posted in: Triggers
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    posted a message on Help! If player owns unit type in region > Do this

    @Berrala: Go

    I think that's exactly what I said...

    @ThaurMaps: Go

    "If-Then-Else" is an action, so you have to put it in an action spot. To find it, just click the "functions" radio button, and then type "If Then" into the search bar.

    Once you have that, you go to conditions in the If-Then-Else, and since "unit type ==" is a boolean comparison, you need to put it as a condition under the If-Then-Else...

    Between that and mine and Berrala's script (which is exactly as I described) I'm not sure where you're getting lost. You might wanna look under tutorials for something on conditions, or If-Then-Else statements (maybe under "logic" too).

    Posted in: Triggers
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    posted a message on Passing params to triggers

    @progammer: Go

    I think that's the behavior he wants... create a timer, and have it dissappear after X time.

    Posted in: Triggers
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    posted a message on Trigger Event Suggestions

    Do it every 0.05 seconds? heh... supposedly the fastest a trigger is able to update is 32 times a second... and .05 is 20, which is a lot better than 3.3

    Posted in: Triggers
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    posted a message on Player Spawning Stops?

    I didn't want to try to figure out your posted trigger, hehe...

    Is is 3 triggers? It looks like there is a looped trigger on 11 second timer that spawns a unit for all active players. the list of "active players" automatically updates when a player is gone from the game.

    And then a lose trigger if they lose ANY unit it kills all of their units...

    and then a trigger to kill all of a players units if they leave...

    In words, what SHoULD this trigger do?

    Posted in: Triggers
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    posted a message on Passing params to triggers

    I thought Text Tags came with timers?... hrmmm

    Oh, set time of text tag?...

    Posted in: Triggers
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    posted a message on Should I learn the scripting lanaguage?

    @s3rius: Go

    hah! That was the FIRST thing that bothered me about defining arrays in GE (as well as other parameters)... not being able to have a HUGE chunk of CONST definitions (or #def) at the beginning of my code for ease and flexibility, and starting with 3 instead of 8 or 20 or 100.

    As for the example, you're talking about removing exception handling and safety measures in the code, and I'm not sure that's a "good" exchange, but it makes your point I guess.

    But the question is, which should he learn, not which is better...

    Posted in: Galaxy Scripting
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    posted a message on [Custom Units] Working on mapping object API

    So, now that triggers are beginning to get less interesting for me and if I wanted to write code, I'd just go back to messing with XNA, I'm beginning to poke around in the data editor. The SC2 data editor has a lot more transparency than the WC3 one, and as such is more complex to understand. After browsing the forums and youtube, I've found a few people with tutorials on how to "create a custom X from scratch" but I've not seen anyone actually map out the relationship between objects. Has anyone done this before I start doing it for myself?

    I'd like to simply map out simple questions like "When I look at Unit - Marine, it lists actors and models, but I have no control over some of that because it's in the actor" and other such things. Has this been done? if so, where can I find it to save myself the trouble cause I haven't found it.

    Posted in: Data
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    posted a message on How can I rotate a turret with a trigger?

    I haven't used it, but there's an action something like "set unit's target" or "have unit target other unit' or something like that. I believe that makes the unit turn and face that direction (wether it be a marine's torso, or a siegetank's turret).

    Posted in: Triggers
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    posted a message on Player Spawning Stops?

    @ndudz: Go

    I bet I know without even looking at your code...

    Array Indicies start at 0 (aka, a 5 element array is 0-4)

    Player Indicies start at 1 (aka, 5 players means player 1-5)

    I wrote my own little function for (pickedPlayerMinusOne) since you have to decrement things like "pick each player in player group" to stick them in arrays.

    you just put a function with return type int, parameter "PlayerNumber" and spit out arithmatic PlayerNumber - 1...

    Then when coding just remember any time you call a function, you make sure to always ask for PlayerNumber and when ever you are modifying an array variable to use PlayerIndex so you don't start getting it confused where you used each.(If that makes sense)

    Posted in: Triggers
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