• 0

    posted a message on [Solved] SCV won't gather with trigger

    @Twinmold20:

    Yes I've checked.

    Edit: You're last post made me think of a workaround... xD
    I replaced

    Unit - Order (Triggering unit) to (SCV - Gather targeting (Triggering ability target unit)) (Replace Existing Orders)
    

    With:

    Unit - Order (Triggering unit) to (SCV - Gather targeting (Closest unit to (Position of (Triggering unit)) in (Spice units in (Entire map) owned by player Any Player matching No Unit Filter, with at most Any Amount))) (Replace Existing Orders)
    

    Thank you for your help ^_^

    Posted in: Triggers
  • 0

    posted a message on [Solved] SCV won't gather with trigger
    @DarkDevourer: I figured the editor took the conditions as OR if I didn't put an AND. Thanks for the tip. There are no errors that appear on the left on the map. That's what all those conditions are for xD I'm right clicking on the resource field if that's what you mean. Are you saying I should click the gather button?
    Posted in: Triggers
  • 0

    posted a message on Greatly increasing game speed over "faster"
    @SouLCarveRR: Why @ me :P Also the reason he wants that is that the AI can learn from those AIs, and then he can put it against a human opponent.
    Posted in: Triggers
  • 0

    posted a message on Greatly increasing game speed over "faster"
    @Mogranlocky: Genetic? I think you meant generic? xD (typos ftl :P)
    Posted in: Triggers
  • 0

    posted a message on [Solved] SCV won't gather with trigger

    I have a large map with the resources far away, so I made a trigger to let transports automatically take SCVs towards them and return them when they are done. (Carryall from Dune)
    linebreak The problem is, that once the transport unloads the SCV at the location, it won't harvest even though I'm issuing an order for it with the trigger.

    Carryall Harvest Player 1
        Events
            Unit - Any Unit uses SCV - Gather at Harvest1 - Approach Resource stage (Ignore shared abilities)
        Local Variables
            transporting unit = No Unit <Unit>
            i = 1 <Integer>
            flag = false <Boolean>
        Conditions
            And
                Conditions
                    (All units in Carryals Player 1 are dead) == false
                    (Distance between (Position of (Triggering unit)) and (Triggering ability target point)) >= 7.5
                    (Owner of (Triggering unit)) == 1
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    flag != true
                Actions
                    Variable - Set transporting unit = (Unit i from Carryals Player 1)
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            And
                                Conditions
                                    (Count of orders on transporting unit) == 0
                                    (Transport Number Of Units Carried of transporting unit) == 0
                        Then
                            Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
                            Unit - Order transporting unit to ( Carryal Load targeting (Triggering unit)) (Replace Existing Orders)
                            General - Wait for (Conditions), checking every 2.0 Real Time seconds
                                Conditions
                                    (Transport Number Of Units Carried of transporting unit) == 1
                            Unit - Order transporting unit to ( Carryall Unload at targeting ((Triggering ability target point) offset by 2.0 towards (Position of transporting unit))) (Replace Existing Orders)
                            General - Wait for (Conditions), checking every 2.0 Real Time seconds
                                Conditions
                                    (Transport Number Of Units Carried of transporting unit) == 0
                            Unit - Order (Triggering unit) to (SCV - Gather targeting (Triggering ability target unit)) (Replace Existing Orders)
                            Variable - Set flag = true
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    i < (Number of Living units in Carryals Player 1)
                                Then
                                    Variable - Modify i: + 1
                                Else
                                    Variable - Set i = 1
    


    I made a text message appear after each part of the trigger to see if it's stopping anywhere, but it's not. It's passing through all of them. Despite that, it's not having any effect...
    What am I missing? O.o

    Posted in: Triggers
  • 0

    posted a message on How many plays my published map has
    @joecab: I know what you mean... I'm beginning to wonder whether I should continue with mine or not...
    Posted in: General Chat
  • 0

    posted a message on How many plays my published map has

    Is there any way to find out how many plays a certain map has? I'm trying to see if my map is getting played (doubt it though xD) but the only way I can get play numbers is by listing the most popular, and then I'd have to click a 1000000 times just to see it :P

    Posted in: General Chat
  • 0

    posted a message on [Development/Alpha] PredaN00b's Dune Mod
    @malu05: The problem is pictures won't tell much as I'm still using the normal models.. And videos are not an option with my connection, I need 10 tries just to upload my map... But I will try to do something and post it here. @Sephiex: Any name suggestions? :S
    Posted in: Project Workplace
  • 0

    posted a message on [Development/Alpha] PredaN00b's Dune Mod
    I've received a couple of PMs asking me to change it to be playable multiplayer. So I removed all extra things, and added victory conditions. Also since I'm updated, I've added a couple of units. The APC and the Machine gun post. Also I've published it on EU server under the name PredaN00b's Dune Mod Now that I have a decent version up and running I probably won't upload any new version until I get a lot more things done (unless asked to ^_^) Enjoy :) Edit: My mistake, I uploaded the wrong version of the map which had bad victory conditions. Reuploaded right version.. Also I've changed the map's name for copyright reasons. http://static.sc2mapster.com/content/files/453/419/PredaN00b_s_Dune_Mod_V0.1.SC2Map http://www.sc2mapster.com/maps/predan00bs-dune-mod/
    Posted in: Project Workplace
  • 0

    posted a message on Can't find imported image
    Saved and even closed editor and reopened. Even tried saving as another name... Nothing.. The image is .jpg. Is that supported?
    Posted in: Miscellaneous Development
  • 0

    posted a message on Can't find imported image

    I imported an image to put on my map's loading screen. But I can't find it when I browse the files in Map Loading Screen Options. I tried renaming it, changing it's path. But nothing work. What am I doing wrong?

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Development/Alpha] PredaN00b's Dune Mod
    • Edit: Please check post #6 for details.

    After my Z mod was shot down I kinda ran out of ideas of what I should try to do next. Until I saw this thread

    http://forums.sc2mapster.com/resources/project-workplace/10718-where-is-the-dune-maps/

    It inspired me to try and redo this awesome game of a great sci-fi. This is my attempt to remake Westwood's Emperor Battle for Dune on the SC2 engine. I am using unit stats from guides online, and personal gameplay experience to try and make it as similar to the original as possible.

    This mod is still in early development. But I wanted to get some feedback on whether I should go on with it or not.

    I've started with the house Atreides, and will later move on to the other houses.I've also done a harvester/carryall system and a rudimentary Worm A.I.

    The problem I'm having most trouble with is making the units similar to those of the original game. I'm trying my best, but a objective critic from someone else would be really helpful.

    If anyone would like to test the map with me please give me a pm :)

    Posted in: Project Workplace
  • 0

    posted a message on Using a different model on attack animation

    Excuse my n00biness...
    But is there a way to make the attack actor use a different model than the unit's model? And if yes, how can I use a different attack animation? Every time I change the Events+ of the attack actor, the link between it and the unit is broken...

    Posted in: Data
  • 0

    posted a message on Can't select Unit

    If you try selecting it with a drag box, and then alt-click somewhere else does it move?

    Edit: Just noticed the uploaded map, will try it myself

    Edit: That is pretty weird :S I cross referenced it and its actor to other regular units and everything is the same...
    Now that's just weird xD

    Posted in: Data
  • 0

    posted a message on Building height/texture restriction.

    Bump

    Anyone? :S

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.