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    posted a message on Trigger Exercise #3 - Tower Defense Spawning System

    It would almost seem easier to just place a point at every directional change and, when the unit is spawned, order it to move to every point in order (after existing orders.)

    EDIT: I've made the following changes to the spawn trigger -

    spawn
        Events
            Game - Player Any Player types a chat message containing "spawn", matching Exactly
        Local Variables
            i = 0 <Integer>
            point = 0 <Integer>
        Conditions
        Actions
            General - While (Conditions) are true, do (Actions)
                Conditions
                    i < waves[players[(Triggering player)].lvl].numberofunits
                Actions
                    Unit - Create 1 waves[players[(Triggering player)].lvl].unit[i] for player 15 at maps[map_selected_by_player1].startregions[(Random integer between 0 and (maps[map_selected_by_player1].number_startregions - 1))] facing 270.0 degrees (No Options)
                    Variable - Set point = 0
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            (Move Points[triggering player][point] is in Map Chosen By Player[(Triggering player)]) == true
                        Actions
                            Unit - Order (Last created unit) to ( Move targeting Move Points[triggering player][point]) (After Existing Orders)
                            Variable - Modify point: + 1
                    General - Wait waves[players[(Triggering player)].lvl].delay[i] Game Time seconds
                    Variable - Modify i: + 1
            Variable - Modify players[(Triggering player)].lvl: + 1
    

    Move Points[][] is an array of points which are set for each player when he chooses the map he wants to play on.

    Map Chosen By Player [] is a region array of every map in the game and is set at game initialization.

    Posted in: Triggers
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    posted a message on Trigger Exercise #3 - Tower Defense Spawning System

    @b0ne123: Go

    Your spawn system seems solid, but there is a problem with the guidance system. If there is a wall between the unit being ordered and the destination, AI pathing will take over and can produce undesirable results.

    I'll keep looking at it...

    Posted in: Triggers
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    posted a message on King of the Hill

    I recommend removing the Periodic event and replacing it with an infinite While loop. While loops don't lag as much as a constantly firing event. It will still work, but the more events you have going off at once the more laggy your map will become, regardless of conditions or actions.

    Posted in: Triggers
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    posted a message on Infestor - Neural Parasite

    You're going to laugh.

    Set the infestor's energy to 100% before casting.

    Posted in: Triggers
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    posted a message on Text Tags trigger

    Make sure you also Show the text tag. Also attach it to a variable. Then when the hero leaves the range of the unit with the tag, hide the text tag you created.

    Posted in: Triggers
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    posted a message on Can't get (what I thought was) a fairly basic trigger to work

    Change this:

     1 <= (Number of Living units in (Command Center units in (Region((Target point for (Triggering order)), 20.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) <= 100
    

    To this:

     2 <= (Number of Living units in (Command Center units in (Region((Target point for (Triggering order)), 20.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) <= 100
    

    The command center the SCV is building counts.

    Posted in: Triggers
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    posted a message on Infestor - Neural Parasite

    Check the filter data on the Neural Parasite ability. It may not be able to target allies. You can either set it to be able to target allies or you can make player 3 an enemy of player 2. Alternatively, make sure there is no initial cooldown for the ability (I don't think there is but it would certainly prevent an order from being carried out.)

    Posted in: Triggers
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    posted a message on Spawn Creeps from Mid to Corners

    What exactly isn't working about your trigger? The whole thing or just parts of it? Which parts?

    Posted in: Triggers
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    posted a message on King of the Hill

    Create an if/then branch.

    If

    Number of units owned by player 1 in region "The Hill" > 0

    Number of units owned by player 2 in region "The Hill" > 0

    Then

    (Whatever you want to happen while the hill is contested)

    Else

    (Whatever you want to happen while one person controls the hill)

    Posted in: Triggers
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    posted a message on Leave game or stay and watch.

    Are you having trouble making the dialog box or making the player an observer?

    Posted in: Triggers
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    posted a message on Right Clicking Dialog Buttons

    Have a switch turn on when a player presses down the left control button and off when he releases the button ("presses button up.") Then in your "dialog item was clicked" trigger, check if said switch is ON. If yes, show your option thingy. Else whatever happens with a normal left click.

    Posted in: Triggers
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    posted a message on Introducing: Malum Ruina

    Version 1.78

    - Brought Ol' Smokey back

    - Fixed an exploit where players could quickly call down the rescue freighter by repeatedly turning the beacon on and off

    - The ground shuttle can no longer kill players from the grave. PHANTOM TRAIIIIIIN D: D: D:

    - Leaving eggs/items on the ground shuttle no longer causes train effects while the player isn't boarded

    - Doubled the ground shuttle's HP from 6,000 to 12,000

    - The Sniper Rifle's Take Aim ability now properly appears on Psion forms

    - Unit kills are now preserved when transforming or evolving

    - Fusion bomb kills are now added to a unit's kill count

    - Player colors now appear in chat

    Posted in: Project Workplace
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    posted a message on Is it possible to use data from the same bank file in multiple maps?

    Yes, it's possible. Check out my mod, Eternal Exile. I use bank files across both maps currently in the mod. You just have to use the same bank file names and keep the hashing/decrypting stuff the same.

    Posted in: Triggers
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    posted a message on Introducing: Eternal Exile - Perimeter

    Eternal Exile - Coralia Prime is now public. It uses the same mod as Perimeter with a few tweaks for 3v3 team play. Search for Coralia Prime to play!

    Posted in: Project Workplace
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    posted a message on Freelancers: Eternal Exile needs ships!

    Hello everyone. I'm looking for some freelancers to design new spaceships for my mod, Eternal Exile.

    Existing Starcraft 2 models are fine, just don't duplicate the ships I already have unless there's something different about the actor (more than just tinting, preferably.) I'm currently using the models for the Wraith, Viking, Banshee Hero (Dusk Wing), Point Defense Drone, Colonist Transport, Diamondback, Blimp, Colonist Vehicle, and Void Ray Hero (Mohandar).

    Here are some ideas for what I'm looking for:

    New light fighter designs

    Heavy fighter designs

    New frigate designs (medium-sized ships)

    New capital ship designs (large-sized ships)

    New alien ship designs (Protoss-like, not Zerg)

    New weapons will also help if you want to add those.

    Links for the mod:

    Starcraft2.com topic || SC2 Mapster topic

    Obviously credit will be given. You can save your work in a mod file and PM it to me or just post it in this topic. Good luck! :)

    Posted in: Team Recruitment
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