If you fear lags then you should better not worry about triggers like that but about too much eye candy, units and stuff like that ;)
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Feb 16, 2011Posted in: Data
I haven't tried that, but I think he means that you add the same behavior six times in the field (like you would when adding multiple different behaviors).
Also you need to make sure that the behavior can have a stack size of 6.
But if it works needs to be tested. Else you could as you said make a behavior with a duration (1 second or something) which applies your behavior after that duration to the unit. In the apply behavior effect you can set the stack size. I would rather use this method.
Feb 16, 2011Posted in: Galaxy Editor Bugs and Feedback
1.21 is live on eu and even maps with <1 hour played have a full bar. So no visible changes here. Whats the point of a bar if it is full for every map that will ever be seen by the average user? :D
Feb 15, 2011Posted in: Galaxy Editor Bugs and Feedback
Just think of catalog field set actions as upgrades, and then look what field upgrades can modify. Then you will probably know how much (or little) you can acutally modify. There might be some more fields reachable, I didn't test it, but that's the basic design of this.
Changing the effects array isn't possible directly, but can't you use validators for the effects which check for the player to have a certain dummy-upgrade? This upgrade could then be modified with triggers.
Feb 15, 2011Posted in: Triggers
The answers are correct and great, I just try a different approach to answer your questions :P
An action and a function are practically the same thing. The difference in the GUI is only that functions do not appear in the "general" list when creating a new line in the trigger editor.
When a function returns something it's like when you order a meal in a restaurant. You tell the cook to make 1 salad, 2 piece of meat and a water (the parameters), he works with these informations and returns you a lunch. That means functions do something with the parameters you give to them just like actions do, but finally they return the result of their work so that you can use it.
Constant variables in GUI again don't have any great differences in practical use from normal variables. But you can for example only use constant real variables in the event "Every X seconds of game time".
Edit: Is there an advantage in using a function v. variable to return a value?
-> I do not exactly get this question. Do you mean why and when to use a function? Well, just imagine you do some calculations in this function or some stuff which would take too long to copy and paste it everytime, then it's much easier to use a function.
Feb 15, 2011Posted in: Data
The most simple weapons are only two (ok, three) objects. The weapon, the damage effect and the action actor.
These are needed for every weapon. The weapon is what the unit has, it has the range, target filter, period, whatever. The damage effect damages. The action actor links all launch assets like animations, launchpoint, sounds, visual effects together.
So you probably haven't copied the action actor.
But the colossus weapon is somhow more complex as it uses beams, peristant effects and other model actors for all the eye candy. Try starting with the marine weapon for example.
Feb 15, 2011Posted in: Galaxy Editor Bugs and Feedback
local string var formatedString=""
local string origin=Int2String(mynumber)
local int length=StringLength(origin)
local int offset=0
while length-(offset+1)*3 >0 do:
formatedString= "," + Substring(origin,(length-(offset+1)*3) +1, length - offset*3) + formatedString
if StringLength(formatedString) -offset != length then do:
formatedString=SubString(origin,1,length-offset*3) + formatedString
Make a trigger out of this.
Edit: Tested and confirmed. Just don't forget to set a "-" instead of "+" in the while condition else your starcraft will stop working since we created a nice little infinite loop :D
This will format strings like 92434612 to 92,434,612
Feb 15, 2011Posted in: Map Feedback
The original author of enfos quit a long time ago. There was a team which took the project and updated this great game, so either ask them or just start making your own mod from scratch. But keep in mind that it will take some time to really polish&balance it like it was in wc3. Good luck, I'm looking forward to this.
Feb 14, 2011Posted in: Triggers
You could make a trigger which has a periodic event. lets say every 5 seconds.
This trigger will loop through all players in your player group which contains all activate players (If you don't have one, you should create one, since it will be very useful in a lot of cases).
Create a local boolean variable named "allSelectedHero" inside of the trigger and set it to true.
Inside the loop check for every player if he selected a hero (compare your array variable to whatever makes sense like Hero[PickedPlayer]==NoUnit). If one didn't select a hero then set your local "allSelectedHero" to false.
Then the variable will be false as long as at least one player hasn't selected a hero and true if all have one. This information can be used like you want. Maybe running the starting trigger in this case or doing whatever you want.
One word to the condition section: Conditions are mainly useful if you filter out "big" things like if you want the trigger only to run for a specific player, a specific unittype, ability, dialog, .... But since you can't make loops in there it's better to create your own conditions with loops, if-then-elses and comparisons.
Feb 14, 2011Posted in: General Chat
Well, I just discovered that I do not want the search bar of "create game" in "join game" :D I have never in my whole internet experience seen such a bad search anywhere. It seems it lists all results which contain one of the search words. Even if it is only a "of" or "the". No matter how many of the words of maptitle and searched words match.
Also it lists maps which have none of the searched words in the description or title.
I guess they fired the second trainee which worked on the system :(
Happy monday :D
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