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    posted a message on unit enters region

    So may be you post your trigger here? ;)

    Posted in: Triggers
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    posted a message on Countdown Bar.

    What is countdown bar?

    Posted in: Triggers
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    posted a message on [Solved] Pick a value from Data editor

    Yes it's possible
    all data is strings:
    so if we want duration of TEST behavior we need do this:

    string TEST_DURATION_STR = CatalogFieldValueGet ( preset catalog, string entry, string fieldPath, int player )
    preset catalog - easy, if my situation this is Behaviors
    string entry - name of Behavior (turn on display of raw data and u'll see it)
    string fieldPath - raw data helps you. for my situation i need to write "Duration" in this parameter
    int player - i use here 0, but may be Any Player better

    and then convert string to real

    Posted in: Triggers
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    posted a message on Retrieving unit color?

    u need tint color?

    Posted in: Triggers
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    posted a message on [Solved] Pick a value from Data editor

    I need cooldown frmo ability in a real variable. or duration.
    is it possible to pick this values from data editor?

    Posted in: Triggers
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    posted a message on Proper unit duplication

    @silvermage: Go

    Jup but i hope OP will understand what im talking about and this topic will go to archive and new ppl who will want understand object system/duplicating system of Galaxy Editor will find this post through search

    Posted in: Data
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    posted a message on Proper unit duplication

    @zeldarules28: Go

    u got Duplicating idea totally wrong. if you have ability with over 9000 linked effects and wanna same ability with same effects that do more dmg - you need duplicate ability and uncheck all except dmg effects and effects that linked with dmg.
    cuz all that you uncheck - it will be in your ability too

    @AlphaShadows: Go

    same with you - when u copy unit and uncheck all abilities, actors, stupid weapons - you are like "mmmh, i'll get dummy unit ♥ ♥ ♥"
    but if you uncheck all - it create copy of your unit with link to old abilities, so you need manually delete all this links (or create new from default template)

    so examples:

    i have Unit 1 what linked with Weapon 1
    if i wanna make Unit 2 (same as Unit 1, but no weapon)
    i duplicate Unit 1, uncheck Weapon 1 and in my new fresh Unit 2 i manually delete link to Weapon 1

    if i wanna make Unit 2 (same as Unit 1, with same weapon)
    i duplicate Unit 1 and again uncheck Weapon 1 cuz i wanna 2 units linked to 1 weapon.

    1 more example - i wanna create Spartain Hellion with over 9000 dmg
    what i should check when i duplicate hellion?
    uncheck all abilities (new unit will have stanadt attack standart stop - thats good)

    Actors:
    seems like units linked to actors, not actors to units.
    same with abilites - you link your ability to actor, not like wc3 u just make graphics for ability
    so we duplicate them for our new unit, cuz old hellion actors linked to the old hellion and thats very hard to link actor with 2 hellions.

    Effects - duplicate - we wanna new effects with over 9000 dmg
    so check on all cuz they're linked with each other

    Models - leave them alone (off) - duplicating models is not nessesary to you (you can change all visuals in duplicated actor)

    Movers - off, we dont want second Ground Mover
    Sounds - off, same as models
    Turrets - idk what is it O_O so we can copy that
    Upgrades - off, i hope you got why they're off (if not - cuz our hellion should be linked with old standart upgrades)
    Validators - off
    weapons - on (same as effects)

    Posted in: Data
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    posted a message on Make one unit orbit another?

    Hmmm, and u made system with change unit height and move unit position?
    and they cannot attack cuz you move them every 0.1 sec?
    if so - prolly you should go to data editor section or google how to make unit attack while moving (or for testing - spin diamondbacks from campaign :D)

    Posted in: Triggers
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    posted a message on Enter/leave unit range issue

    1) Make your marine variable constant. this will display this var in event selection list
    but fyeah, you dont need a constant variable :D if you preplace CC - theres the best way
    2) Okay, you can make a region (in editor or dynamically in trigger)
    but w00t - region needs to be constant - so if you know size of cc - you can make region and move it to position (not tested)
    3) and t3h galaxy hack
    place this in your initialization/start trigger, where all vaiables are known

    TriggerAddEventUnitRange(gt_TTT, null, gv_MMM, 5.0, true);
    


    TTT - trigger name with come_to_cc event
    and MMM - variable My Marine

    Posted in: Triggers
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    • Syntax highlighter isn't highlighting script properly.
    • Custom script autocompletion
    • Player name as string
    • String - Text Comparsion
    • Get how much Terrain texuture under point (now in real ofc)
    • Cross-regions upload
    • Custom Game Names ( i will pray for you if they do this )
    • W3C custom game search system, just because if you found a really cool but unpopular map - you have no chance to play it ever
      they even can include both search systems >.<
    Posted in: General Chat
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    posted a message on Deadfall Traps

    @KnifeSmile: Go

    ^-^
    you even can make dynamic lava with that system - uncheck "constant" marker on lava level variable and make sure you change it when raising lava
    i bet it will work

    Posted in: Triggers
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    posted a message on The Map Testers List

    mmmhm, how about just make a channel where all who avaliable to test can sit and check messages?

    Posted in: Miscellaneous Development
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    posted a message on Make one unit orbit another?

    "with this all the pylons can do is revolve"
    i dont get it

    also what you mean "vertical orbit"?
    if X is length and Y is a width and Z is a height of carrier - you wanna them spin in YZ plane? or XY?

    pylons is a units?

    now i understand you post like - "i wanna a carrier and 2 pylons spinning around carrier in YZ plane, they are units and for [reason] i cant make this"
    am i right?

    Posted in: Triggers
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    posted a message on Deadfall Traps

    @Reaper872: Go

    thats what i did in the map ^.^

    even better than your idea - if you make bottomless pit air units die too
    and region added cuz i dont want check every unit on the map - only units near lava

    Posted in: Triggers
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    What about simply add width and height paramerers?

    Btw about import bug solution - did you try my method with saving after import?

    Posted in: Tutorials
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