Sorry if I confused you with all my earlier edits. While it's possible to do it as you're doing it, I'd suggest doing what I wrote in my last edit. That is:
This trigger will spawn whatever unit enters the Spawn Me region, for the player that owns that unit, and you can easily add conditions to only allow certain units - or choose a set player, rather then "whoever owns the unit". No need for multiple triggers this way. :p
Edit: And also, of course, add a condition to make sure the unit count is less then 100.
This should work great, but in case a Viking ends up outside of the region at any point (like if it tries to chase something that your Battlecruiser isn't going for and they end up going in different directions) you might want to add all the Vikings to a set unit group as they spawn. Then just choose that unit group instead of the above "unit group(convert units in region( convert cicle to region from point (position of unit (the battle crusier) radius of "20")" and they'll get the order no matter where they are.
Count the amount of units in the specific region, and set "matching" to "Required: Structures". Below is a trigger that modifies the player's minerals to add 100 minerals per structure on the map.
It's not that common for a unit to actually reach 0 energy. Usually you have like 3 or 5 or so remaining, and since energy is a real value (like s3rius said) you could even have 0.2 and your trigger wouldn't fire. You should just check for < 10 or something, and you'd most likely get it to go off more often. If that was your problem.
Though I'm guessing the sound would go off as you regen as well, with the event you're using. So a sound would be played when you hit, for example, 5 energy, and then again as you regen up to 6, and again at 7 etc. Maybe some kind of on-screen effect might be a better way to display low energy?
I'm not sure what you mean, but all the standard poker hands / poker combinations are in the game - and has been from the start; High Card, Ace High, Pair, Rockets (this one isn't standard, I know, it's a Texas Hold 'Em term), Two Pair, Three of a Kind, Straight, Royal Straight, Flush, Full House, Four of a Kind, Straight Flush and, of course, Royal Straight Flush.
On another note, 0.6 is out. Fixed an issue with people leaving but their spawn points not being disabled. Also, it's a lot more challenging now then it was in the earlier versions. Heroes / shop coming soon!
When selecting the variable type, pick "Unit Type". Since the unit type variable will be a link to a specific unit type in the game, it's called a game link in the editor. That's why it says "Game Link - Unit". Set the initial value of a the variable to whatever type of unit you want - and then you can just refer to that variable instead of a unit on the map.
Edit: Did a neater solution. I think. (Look below for another edit.)
This trigger checks every second, counts the units in the region, and spawns a copy of a unit if there's only one unit in the region. It'll also spawn for the player that owns the unit, rather then for a set player - in case you need that. Can easily be switched back of course.
Edit: Here's a better version of the above trigger. Nothing like learning while helping.
This will create a timer with a 2 sec duration that, when it expires, restarts. In the "Income Timer Restart" trigger, just add how you want the income to be done. I guess that's what you're after?
Rescue units, if I'm not mistaken, only works for neutral units. Player 0 in the editor is neutral by default, and it would thus work on units owned by that player. What uiasdnmb wrote works if the units belong to a non-neutral player - basically any human player or computer.
Okay, I made it work. But in a rather crude way. One variable for the unit type of the unit, and three triggers. Edit: Both the region and the variable is called Spawn Me. Sorry for the confusion.
The Tube (it's a unit in the editor for some reason) is just a way of stopping the spawn if there's no unit in the region. These triggers will always spawn the last unit that entered the region, so you can place any number in the region and still just get one unit type spawning. If any of these unit leave, however, it'd stop spawning even if there are other units still in the region.
For some reason I just can't reproduce stuff like "If player X has X units of unit type X in region X" from the classic SC editor. :<
It means SC2 can't find the Event Unit, or Triggering Unit, referred to in the trigger. Since the event is Every 1.0 Seconds, there is no Triggering Unit. An event like Unit Enters Region would let you refer to a Triggering Unit.
I'm trying to work out how to do what you're after, hopefully I'll have something soon.
Updated! Sorry all for releasing such a buggy version, but now everything's in order. Or should be, anyway. I can't find any more bugs but I'm sure someone else can.
Hope you'll enjoy it!
Edit: Balancing is hard. -.- Going to become easier to beat as I add the heroes, but it's already too easy. Hm... I wonder what would happen if I just doubled the enemy health...
It's fixed now. I don't know how I broke it, but the last version (0.3) fixes it - you're no longer allied with the enemy. Sadly, the map still only works for 1 player (in player slot 1). This is my first map so the triggers are a bit messed up, but I'm making my way through them and I'll have it up and running tomorrow if not tonight. Sorry about all this.
Edit: Well, at least I've learned that using comments is a great way of making heads or tails of what you've done. I have to go to bed now, but this will be fixed shortly.
Yes, I actually played the map today and it seems the lobby got screwed up. Player don't get the slots they're supposed to get, and I was even allied with the enemy units. Meh. I'll get right on that. Sorry for the inconvenience. (Hm... Saying that makes me feel rather important for some reason.)
Edit: Managed to fix the lobby issue (and now I feel really stupid). Working on the "cards not showing"-thing. I got to start trying the map in another slot then player 1.
I always play like that, because of all the "let's spawn 10.000 units!"-kind of maps. But you're right, I'll upload some better quality screenshots ASAP.
I noticed that myself but I'm not sure why. It worked with the first version, it was in the 0.2 update that it vanished. I'll see if I can get it fixed today. Thanks for the heads up.
Thanks. I'm actually looking for someone to host my map on the non-EU servers, so more people can play it.
Also, as mentioned, I did some bug fixes and released v0.2. I also significantly increased the enemy health - it should be better balanced and more challenging now (on the harder difficulty settings anyway).
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@zISilenced: Go
Sorry if I confused you with all my earlier edits. While it's possible to do it as you're doing it, I'd suggest doing what I wrote in my last edit. That is:
This trigger will spawn whatever unit enters the Spawn Me region, for the player that owns that unit, and you can easily add conditions to only allow certain units - or choose a set player, rather then "whoever owns the unit". No need for multiple triggers this way. :p
Edit: And also, of course, add a condition to make sure the unit count is less then 100.
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@SouLCarveRR: Go
This should work great, but in case a Viking ends up outside of the region at any point (like if it tries to chase something that your Battlecruiser isn't going for and they end up going in different directions) you might want to add all the Vikings to a set unit group as they spawn. Then just choose that unit group instead of the above "unit group(convert units in region( convert cicle to region from point (position of unit (the battle crusier) radius of "20")" and they'll get the order no matter where they are.
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@davyswin: Go
Count the amount of units in the specific region, and set "matching" to "Required: Structures". Below is a trigger that modifies the player's minerals to add 100 minerals per structure on the map.
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@Baldey: Go
Cool tutorial, I'll take a look on it later.
Otherwise the search function is really your best bet. You will, hopefully, be able to find information on more specific issues that way too. But I guess you could try http://forums.sc2mapster.com/resources/tutorials/6776-tutorials-triggers-character-hero-selection/ - it helped me get through the initial dialog creation process, and provides extra credit as well.
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@Darkmatter42: Go
It's not that common for a unit to actually reach 0 energy. Usually you have like 3 or 5 or so remaining, and since energy is a real value (like s3rius said) you could even have 0.2 and your trigger wouldn't fire. You should just check for < 10 or something, and you'd most likely get it to go off more often. If that was your problem.
Though I'm guessing the sound would go off as you regen as well, with the event you're using. So a sound would be played when you hit, for example, 5 energy, and then again as you regen up to 6, and again at 7 etc. Maybe some kind of on-screen effect might be a better way to display low energy?
0
@BloodyOrange: Go
I'm not sure what you mean, but all the standard poker hands / poker combinations are in the game - and has been from the start; High Card, Ace High, Pair, Rockets (this one isn't standard, I know, it's a Texas Hold 'Em term), Two Pair, Three of a Kind, Straight, Royal Straight, Flush, Full House, Four of a Kind, Straight Flush and, of course, Royal Straight Flush.
On another note, 0.6 is out. Fixed an issue with people leaving but their spawn points not being disabled. Also, it's a lot more challenging now then it was in the earlier versions. Heroes / shop coming soon!
Edit: Yay for grammar!
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@zISilenced: Go
When selecting the variable type, pick "Unit Type". Since the unit type variable will be a link to a specific unit type in the game, it's called a game link in the editor. That's why it says "Game Link - Unit". Set the initial value of a the variable to whatever type of unit you want - and then you can just refer to that variable instead of a unit on the map.
Edit: Did a neater solution. I think. (Look below for another edit.)
This trigger checks every second, counts the units in the region, and spawns a copy of a unit if there's only one unit in the region. It'll also spawn for the player that owns the unit, rather then for a set player - in case you need that. Can easily be switched back of course.
Edit: Here's a better version of the above trigger. Nothing like learning while helping.
0
@davyswin: Go
This will create a timer with a 2 sec duration that, when it expires, restarts. In the "Income Timer Restart" trigger, just add how you want the income to be done. I guess that's what you're after?
0
@davyswin: Go
Rescue units, if I'm not mistaken, only works for neutral units. Player 0 in the editor is neutral by default, and it would thus work on units owned by that player. What uiasdnmb wrote works if the units belong to a non-neutral player - basically any human player or computer.
0
Okay, I made it work. But in a rather crude way. One variable for the unit type of the unit, and three triggers. Edit: Both the region and the variable is called Spawn Me. Sorry for the confusion.
The Tube (it's a unit in the editor for some reason) is just a way of stopping the spawn if there's no unit in the region. These triggers will always spawn the last unit that entered the region, so you can place any number in the region and still just get one unit type spawning. If any of these unit leave, however, it'd stop spawning even if there are other units still in the region.
For some reason I just can't reproduce stuff like "If player X has X units of unit type X in region X" from the classic SC editor. :<
0
@zISilenced: Go
It means SC2 can't find the Event Unit, or Triggering Unit, referred to in the trigger. Since the event is Every 1.0 Seconds, there is no Triggering Unit. An event like Unit Enters Region would let you refer to a Triggering Unit.
I'm trying to work out how to do what you're after, hopefully I'll have something soon.
0
Updated! Sorry all for releasing such a buggy version, but now everything's in order. Or should be, anyway. I can't find any more bugs but I'm sure someone else can.
Hope you'll enjoy it!
Edit: Balancing is hard. -.- Going to become easier to beat as I add the heroes, but it's already too easy. Hm... I wonder what would happen if I just doubled the enemy health...
0
@BuuGhost: Go
It's fixed now. I don't know how I broke it, but the last version (0.3) fixes it - you're no longer allied with the enemy. Sadly, the map still only works for 1 player (in player slot 1). This is my first map so the triggers are a bit messed up, but I'm making my way through them and I'll have it up and running tomorrow if not tonight. Sorry about all this.
Edit: Well, at least I've learned that using comments is a great way of making heads or tails of what you've done. I have to go to bed now, but this will be fixed shortly.
0
Sorry, been out for two days. Damn cold.
@Conan55: Go
Yes, I actually played the map today and it seems the lobby got screwed up. Player don't get the slots they're supposed to get, and I was even allied with the enemy units. Meh. I'll get right on that. Sorry for the inconvenience. (Hm... Saying that makes me feel rather important for some reason.)
Edit: Managed to fix the lobby issue (and now I feel really stupid). Working on the "cards not showing"-thing. I got to start trying the map in another slot then player 1.
0
@Clord: Go
I always play like that, because of all the "let's spawn 10.000 units!"-kind of maps. But you're right, I'll upload some better quality screenshots ASAP.
@Yaos01: Go
I noticed that myself but I'm not sure why. It worked with the first version, it was in the 0.2 update that it vanished. I'll see if I can get it fixed today. Thanks for the heads up.
@Skittles17: Go
Thanks. I'm actually looking for someone to host my map on the non-EU servers, so more people can play it.
Also, as mentioned, I did some bug fixes and released v0.2. I also significantly increased the enemy health - it should be better balanced and more challenging now (on the harder difficulty settings anyway).