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    posted a message on get location of potential player starting positions
    Quote from aZergBaneling: Go

    Perhaps you could have the map pre-place town halls at all the start locations and generate the points based on the positions of the players, then subsequently remove them?

    If this is for an extension mod which should work for standard ladder maps like Iron Fortress then that's not an option.

    Posted in: Triggers
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    posted a message on Extremely Weird Problem With Burrowed Banelings Movement Pattern

    I'm baffled, but I'd like to see the map itself.

    Posted in: Miscellaneous Development
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    posted a message on get location of potential player starting positions
    Quote from summerloud: Go

    can i use wildcards when picking points by name?

    No.

    Another (not-100%-reliable) solution might be to use PointFromId(int id). This is a native function that returns a pre-placed point with the given ID. It's used behind the curtains when you pick a pre-placed point in the UI trigger editor and there's no corresponding UI trigger action for it, but you could easily make one yourself.

    It's not foolproof because some melee maps could have pre-placed points other than starting locations and there's no way to distinguish between normal points and starting locations in script. Also, the IDs don't necessarily correspond with the starting location numbers if they weren't placed in sequential order (i.e. point 1 == starting location 001, point 2 == starting location 002, etc).

    So at best, this approach can give you points which are probably starting locations and maaaybe in the right order.

    Posted in: Triggers
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    posted a message on Is it possible to export all the custom data one has made into another map?
    Quote from DrSuperEvil: Go

    Go to XML mode and copy and paste each data type to the new map.

    It's better to copy & paste the catalog entries in the table, as XML won't copy the localized text strings.

    Quote from JEGCPR: Go

    1. SAVING MAP AS COMPONENTS:

    I tried saving map as components and this is what it said:

    Unable to create directory '/Users/iMac/Desktop/Testing.SC2Map/Base.SC2Data/'System Error: An unexpected fatal error occurred.

    Make sure you change the file name if you save it in the same folder as the existing map file. If you don't it can cause an error like that.

    Quote from JEGCPR: Go

    2. OBJECT DELETING WAY:

    Deleting everything in the map and starting again is not what i want because, what i wanted was a map where i could use organic cliffs and the one i have is platform. If there could be a way to replace platform for organic that would be super. Cause that way i wouldnt have to create a new map although learning how to transfer data would help a lot.

    You can change the texture set under Map → Map Texture Sets...

    Quote from JEGCPR: Go

    3. MOD WAY:

    Temhawk : if you could explain to me a little more better how to create a mod with the data i already have that would be great.

    You should be able to copy & paste the data into a mod the same as you'd paste it into a map.

    Quote from JEGCPR: Go

    4. DEPENDENCY WAY:

    How do i do that? How do i create a dependency?

    See the previous answer. Dependency is just another word for mod, used in the context of a map/mod using (or "depending on") a mod.

    Quote from JEGCPR: Go

    5.XML WAY:

    I tried doing it this way, it simply wont work. It doesnt show up once i copy and paste it. I really dont know why.

    Try copying & pasting in table view.

    Quote from JEGCPR: Go

    Important: This is my feedback from my first try. Ill obviously keep on trying until i figure something out. What i really want is some organic cliffs on my map. Thats what i really want. But i started working on a platform map, and i really dont know if its possible to mix both kinds of cliffs on one map. If its possible great, if its not then is it possible to delete everything on my map and switch the map kind to one with organic cliffs without losing the data? That would be super!! At least while i figure out how to do the mods and stuff. Thanks people.

    As I said, you can change the texture sets under Map → Map Texture Sets... You can even use two different texture sets in the map at the same time, using the Texture Set brush. However, it seems you can't use the cliffs from a texture set other than the primary one for some reason. You could swap one of the cliff types with another or add cliff types to your primary texture set in the data module if possible. A texture set can have up to 4 cliff types.

    Posted in: Data
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    posted a message on Is it possible to export all the custom data one has made into another map?

    Yes, it's possible. You can copy the relevant files from a map saved as .SC2Components, or you could just copy the whole map and delete everything except the data and start with that as your "new map". Another option, if you can plan for it in advance, is to have this data in a mod that can be used as a dependency, eliminating the need to copy anything and allowing you to update the data for multiple maps easily. The simplest solution, copying & pasting individual (or multiple) catalog entries in the data module between documents, also works. If you wanted to copy everything, you could just set the "source" filter to <your map name>, select all, copy, switch documents and paste. You have to do this for each catalog separately.

    Posted in: Data
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    posted a message on Using abilities through triggers?

    That'd be Issue Order. What's the reason you don't want to use it?

    Posted in: Triggers
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    posted a message on Is it possible to convert a galaxy.script to trigger language?
    Quote from fishy77: Go
    //--------------------------------------------------------------------------------------------------
    void gt_MeleeInitialization_Init () {
        gt_MeleeInitialization = TriggerCreate("gt_MeleeInitialization_Func");
        TriggerAddEventMapInit(gt_MeleeInitialization);
    }
    
    //--------------------------------------------------------------------------------------------------
    // Trigger Initialization
    //--------------------------------------------------------------------------------------------------
    void InitTriggers () {
        gt_MeleeInitialization_Init();
    }
    

    Not really needed to convert to GUI, but there are also these other two sections above which initialize the trigger in the script version.

    I hope that helps.

    The first part is the event registration, actually.

    TriggerAddEventMapInit(trigger t); translates to the Map Initialization event.

    What you called the event earlier is just a check if the trigger should be run or just have its conditions evaluated, as in when using the Evaluate Trigger Conditions function.

    And if you had conditions for the trigger they would be above that, and local variables above those.

    E.g.

        // Variable Declarations
        int lv_x;
    
        // Variable Initialization
        lv_x = c_invalidDialogControlId;
    
        // Conditions
        if (testConds) {
            if (!((PlayerRace(1) == "Terr"))) {
                return false;
            }
        }
    
    Posted in: Galaxy Scripting
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    posted a message on Trigger on double-click

    I'd try to give the unit a Click Response behavior, with the Count field set to 2 and the Count Delay set to a suitably short time. Then you could run an arbitrary effect, which you could detect via triggers.

    Posted in: Triggers
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    posted a message on Help with Alliances - Cant spend other player's resources.

    Use the action Set Alliance Aspect.

    E.g.

    Player - Turn player 11 Resource Spending On towards player 10
    
    Posted in: Triggers
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    posted a message on How to set an animated dot on the minimap to represent a hero ?
    Quote from DrSuperEvil: Go

    There are actor events to swap the minimap icon using the Minimap Icon event action. Just add a sequential timer event and you can do basic animation.

    Also if you are linking a 50 minute video please give a time on the video when a desired feature is shown.

    Quote from DrSuperEvil: Go

    Sounds overly complicated.

    LOL. Says the guy who suggests frame-by-frame animation using actor events and timers.

    Minimap pings are models, so just find the model that looks like that. This is a much simpler and the only sane solution.

    Posted in: Data
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    posted a message on Refering to behaviour modification

    For shields, use index 1.

    So for example, to check the shield max bonus of a buff behavior:

    shields max bonus = (Value of Behaviors RestoreShields Modification.VitalMaxArray[1] for player 1 as an integer) <Integer>
    

    You can figure out these indexes by enabling "View Raw Data" and drilling down in the field column (double-click to expand/collapse arrays). This is easier if you've already changed the values as it will be highlighted in green near the top of the table. Indexes are 0-based.

    Posted in: Triggers
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    posted a message on Publishing issue with screenshots

    Same problem here.

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to make a textbox and button that players can type into and then click?

    You can check if a string can be converted to an integer by doing a search & replace of all digits to "" (nothing) and then checking string length.

    Posted in: Triggers
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    posted a message on Gameplay Options Reset

    Same problem here. I don't know of any solution...

    Posted in: Data
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    posted a message on font styles looking different in different language versions of SC2?

    FYI you can import and use custom fonts.

    Posted in: Triggers
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