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    posted a message on Tatatataterrain Generator

    To be honest, this needs to be made waaaay more efficient for it to be useful. It takes much too long to generate the terrain. As impressive as it is, no player is going to want to sit and wait for 20 minutes for the terrain to generate. At any rate, trying to incorporate it into a multiplayer game would be impossible.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Error when player leaves

    @fishy77: Go

    Or you could make your boss bar using regular dialogs. It will take a bit longer to make but will give you more flexibility in the end.

    Posted in: Triggers
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    posted a message on Star Bar Feedback

    @Trieva: Go

    Thanks for the feedback. I may have to work on a more elucidating video over the next week or so. This one was more to give a taste of the general gameplay and UI. It's tough finding the right balance between keeping it short and interesting while also giving an adequate description of the game, as you indicated. Your commentary will certainly come in handy :)

    Posted in: Map Feedback
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    posted a message on Generic container library with GUI support

    Nice. This could come in handy for some of those bigger, more complex maps that need better memory management.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Maximum Variables?

    Search for your variable in the Overview Editor to make sure that it exists.

    You can also try using custom script to set the variable by name. I think the naming convention for global variables is "gv_your_variable_name".

    The format for setting a variable in custom script is simply "variable = value;".

    Posted in: Triggers
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    @Stormahawk: Go

    Nice. You learn quickly, Grasshopper! You can use code tags to make pasting into the forum easier (click the gears next to "Markup Type")

    Posted in: Triggers
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    posted a message on Maximum Variables?

    The only reason I can think of for it not appearing in the list of variables is if you already define the type of variable on the right-hand side of the equation, which would exclude any available variables to that type. For example, if you have something like 'Variable = (triggering unit)' where Variable hasn't been selected yet, the only available options would be Unit variables.

    Posted in: Triggers
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    @Stormahawk: Go

    Yes, it should work just fine for trained units.

    Here's some pseudo-code that might help you out.

    Events
       Any Unit is created by ability Shop Purchase
    Conditions
    Variables
    Actions
       Pick each unit Any Unit in region (radius of 10 around (triggering unit)) and do
          Actions
             If
                Created Unit is in inventory of Picked Unit == true
             Then
                 Break
                 Skip remaining actions
             Else
       Switch depending on Unit Type of Created Unit
           Case (100 Mineral Ring Of Golden Glowingness)
              Kill (Created Unit)
              Modify (triggering player) minerals: +100
           Case (50 Mineral Cup of Endless Filling)
              Kill (Created Unit)
              Modify (triggering player) minerals: +50
           Default
              Kill (Created Unit)
    
    Posted in: Triggers
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    posted a message on Maximum Variables?

    I'm not sure what the limit is (I'm sure someone here does) but I can't really think of any reason for you to exceed that limit. There is probably some other reason your variable isn't working the way you want it to, but I need more information to help you further.

    Posted in: Triggers
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    posted a message on Apparently the Mozared thread!

    How about this? I worked really hard on it.

    Posted in: Off-Topic
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    posted a message on Get unit from map by id

    @abvdzh: Go

    If I'm understanding you correctly, it seems like you would need to give the creator unit an ID in a custom value (or otherwise a global variable,) then set the missile's custom value to that ID. Then you can run a check like "Custom Value 1 of Missile == Custom Value 1 of Shooter" to get your match.

    If, for example, the missile kills another unit and you want to add minerals for the killing player, you could do something like this (pseudo-code):

    Events
        Any Unit Dies
    Conditions
        Unit Type of (triggering unit) == Guy With A Missile Launcher
        Unit Type of (Killing unit) == Missile
    Variables
        Killer (unit) = (no value)
    Actions
        Pick each unit in Units of Type 'Guy With A Missile Launcher' in Entire Map owned by Any Player and do
            Actions
                If
                    Custom Value 1 of (Picked unit) == Custom Value 1 of (Killing unit)
                Then
                    Set Killer = (Picked unit)
                    Modify player (Owner of Killer) minerals: +1
                    Send Actor Message to Killer: PlayAnim Dance LoopForever
                    Break
                Else
    
    Posted in: Triggers
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    posted a message on Items "dropped" on purchase; maybe solvable with data

    @FunkyUserName: Go

    Items are units, so you could possibly use the "Unit Is Created" event, then under actions use a switch based on the triggering ability or the unit type of the created unit. You'll first want to run a conditional check to see if the item is in someone's inventory, then (if not) switch depending on <ability or unit type> and remove the item, refunding depending on the aforementioned condition.

    Note that there could be the possibility of lag abuse which may result in the player being refunded multiple times for a lot of button presses during a lag spike. Adding a cooldown to the purchase of the item should be enough to avoid this issue.

    Posted in: Triggers
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    posted a message on Star Bar Feedback

    I just released the trailer for this game, so feedback on that would also be cool.

    Embed Removed: https://www.youtube.com/v/4lbYzSwFxyI?fs=1
    Posted in: Map Feedback
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    posted a message on Creating Units Error
    Quote from SoulTaker916: Go

    Test ur condition by outputting text messages if ur unsure.

    ur probably doing nothing wrong, its hard to stop a unit from attacking a target once its acquired it. its a bit of a delima.

    Well, you could remove the unit's weapon or stun the unit.

    Posted in: Triggers
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    posted a message on Is there a way to pass the max amount of abilities hold for one unit?

    @sobatao: Go

    That's a different problem entirely... not sure what the answer is to that one. You might not be able to use this method for targeted abilities... or you would have to come up with your own targeted ability system using triggers/data.

    Posted in: Triggers
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