As of now, the only way to make a "fastest" map is to modify footprint data, which makes it a custom map and not a melee map. So, why not take it that extra step and make it a REAL fastest map? I mean, we have the most powerful editor ever... and you are limiting yourself to "standard" high yields next to your base? Why not make them return 1000 minerals/gas each time your worker brings a little batch back home?
This should move the unit created from the barracks
Event:
Unit - Any Unit training is Completed
Action:
Unit - Move (Triggering progress unit) instantly to Point 001 (No Blend)
Screen button 1 is not a dialog item button, its a separate type of button that doesnt go with dialogs.
You can just use the Destroy All Dialog's action to remove it if it is your only one. I dont really know what you are working with though, so it might not be the trigger you are looking for
Also, my post above yours shows you how to run a trigger based on which button they press.
Melee is a Dialog Item variable
Caster is a Dialog Item variable
Dialog Initialize Trigger:
Events:
Game - Map initialization
Actions:
Dialog - Create a Non-modal dialog of size (700, 275) at (0, 0) relative to Center of screen
Dialog - Set title of (Last created dialog) to "Select your Hero's class"
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Center with an offset of (0, 50) setting the tooltip to "Melee" with button text "Melee" and the hover image set to ""
Variable - Set Melee = (Last created dialog item)
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Center with an offset of (-200, 50) setting the tooltip to "Caster" with button text "Caster" and the hover image set to ""
Variable - Set Caster = (Last created dialog item)
Dialog - Show (Last created dialog) for (All players)
Trigger for Melee button:
Event:
Dialog - Any Dialog Item is Clicked by Player Any Player
Condition:
Melee == (Used dialog item)
Action:
Dialog - Destroy (Last created dialog)
Unit - Create 1 Melee for player (Triggering player) at Point 001 using default facing (No Options)
UI - Display "You have selected the Melee class" for (Active Players) to Subtitle area
For Caster:
Event:
Dialog - Any Dialog Item is Clicked by Player Any Player
Condition:
Caster == (Used dialog item)
Action:
Dialog - Destroy all dialogs
Unit - Create 1 Caster Hero for player (Triggering player) at Point 001 using default facing (No Options)
UI - Display "You have selected the Caster class" for (All players) to Subtitle area
He is setting the title of the dialog yes, but what I was saying is that he was setting the title of a non-existent dialog since it hasnt been created yet. Which is more or less true. That wasnt the problem however, and s3rius does have it right.
PS: Finally got dialog buttons to work, I was constantly looking for triggers and didnt think to use variables to designate something.
Trigger1 (dialog initialization)
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Melee" and the hover image set to ""
Variable - Set Melee = (Last created dialog item)
Trigger2
Event: Dialog - Any Dialog Item is Clicked by Player Any Player
Condition: Melee == (Used dialog item)
Action Unit - Create 1 Archon for player 1 at Point 001 using default facing (No Options)
Wait, where are you getting the MyDialog option? Is it a custom variable that you are trying to use? If yes, why not just use the Last Created Dialog option instead?
Actions:
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Button1" and the hover image set to ""
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Button2" and the hover image set to ""
Dialog - Set title of (Last created dialog) to "Title"
Dialog - Show (Last created dialog) for (All players)
^ that trigger set works fine for me (though obviously the 2 buttons overlap each other since I didnt change the offsets for anything)
EDIT: And thank you s3rious for inspiring me on how to finally get the buttons to work
Create the dialog first then create the buttons/title. Actions execute top -> bottom so for what you have right now you are initially trying to create buttons and set titles of nothing, then you create it and it has nothing to show.
So just move the Create a Modal dialog action to the top of that list and it should work (I think)
Tricky part is figuring out how to get the next trigger to run based on which button they pushed (which I have not figured out, and have since resorted to using screen buttons and no dialog, which is ugly)
I meant which trigger is Adorielen using, I see no trigger that resembles his at all.
"Dialog - Display Button 3 of size (225, 100) with Text "Marauder" at center of screen with offset (0,0) (run Marauder when button is clicked)"
As to how to remove research requirements for abilities:
Data -> Requirements -> Use Concussive Shells (not learn concussive shells) -> Remove any conditions in the Requirement - Node Link option.
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Maybe its just my editor... but in the trigger editor it tells me what the announcer is going to say o.O
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I think you create walls with terrain then place doodads lifted up to be the roof.
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As of now, the only way to make a "fastest" map is to modify footprint data, which makes it a custom map and not a melee map. So, why not take it that extra step and make it a REAL fastest map? I mean, we have the most powerful editor ever... and you are limiting yourself to "standard" high yields next to your base? Why not make them return 1000 minerals/gas each time your worker brings a little batch back home?
http://rapidshare.com/files/380755584/_4__Truly_Fastest_Boner.SC2Map
Based on PatchOne's fastest map:
http://www.sc2mapster.com/maps/fastest-map-bones-n-gates-4/
This is a real question though, whats the point of making a custom fastest map when you can make it infinitely faster without even using triggers?
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This should move the unit created from the barracks
Event:
Unit - Any Unit training is Completed
Action:
Unit - Move (Triggering progress unit) instantly to Point 001 (No Blend)
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Screen button 1 is not a dialog item button, its a separate type of button that doesnt go with dialogs.
You can just use the Destroy All Dialog's action to remove it if it is your only one. I dont really know what you are working with though, so it might not be the trigger you are looking for
Also, my post above yours shows you how to run a trigger based on which button they press.
Melee is a Dialog Item variable
Caster is a Dialog Item variable
Dialog Initialize Trigger:
Events:
Game - Map initialization
Actions:
Dialog - Create a Non-modal dialog of size (700, 275) at (0, 0) relative to Center of screen
Dialog - Set title of (Last created dialog) to "Select your Hero's class"
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Center with an offset of (0, 50) setting the tooltip to "Melee" with button text "Melee" and the hover image set to ""
Variable - Set Melee = (Last created dialog item)
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Center with an offset of (-200, 50) setting the tooltip to "Caster" with button text "Caster" and the hover image set to ""
Variable - Set Caster = (Last created dialog item)
Dialog - Show (Last created dialog) for (All players)
Trigger for Melee button:
Event:
Dialog - Any Dialog Item is Clicked by Player Any Player
Condition:
Melee == (Used dialog item)
Action:
Dialog - Destroy (Last created dialog)
Unit - Create 1 Melee for player (Triggering player) at Point 001 using default facing (No Options)
UI - Display "You have selected the Melee class" for (Active Players) to Subtitle area
For Caster:
Event:
Dialog - Any Dialog Item is Clicked by Player Any Player
Condition:
Caster == (Used dialog item)
Action:
Dialog - Destroy all dialogs
Unit - Create 1 Caster Hero for player (Triggering player) at Point 001 using default facing (No Options)
UI - Display "You have selected the Caster class" for (All players) to Subtitle area
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He is setting the title of the dialog yes, but what I was saying is that he was setting the title of a non-existent dialog since it hasnt been created yet. Which is more or less true. That wasnt the problem however, and s3rius does have it right.
PS: Finally got dialog buttons to work, I was constantly looking for triggers and didnt think to use variables to designate something.
Trigger1 (dialog initialization)
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Melee" and the hover image set to ""
Variable - Set Melee = (Last created dialog item)
Trigger2
Event: Dialog - Any Dialog Item is Clicked by Player Any Player
Condition: Melee == (Used dialog item)
Action Unit - Create 1 Archon for player 1 at Point 001 using default facing (No Options)
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Wait, where are you getting the MyDialog option? Is it a custom variable that you are trying to use? If yes, why not just use the Last Created Dialog option instead?
Actions:
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Button1" and the hover image set to ""
Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (200, 50) anchored to Top Left with an offset of (50, 50) setting the tooltip to "" with button text "Button2" and the hover image set to ""
Dialog - Set title of (Last created dialog) to "Title"
Dialog - Show (Last created dialog) for (All players)
^ that trigger set works fine for me (though obviously the 2 buttons overlap each other since I didnt change the offsets for anything)
EDIT: And thank you s3rious for inspiring me on how to finally get the buttons to work
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Hmm, I get an error when I try to load it up into the editor
"Unable to load file (Core: file not found): ComponentList.SC2Components"
EDIT: Downloaded again, and now it works. Not sure what happened there
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Create the dialog first then create the buttons/title. Actions execute top -> bottom so for what you have right now you are initially trying to create buttons and set titles of nothing, then you create it and it has nothing to show.
So just move the Create a Modal dialog action to the top of that list and it should work (I think)
Tricky part is figuring out how to get the next trigger to run based on which button they pushed (which I have not figured out, and have since resorted to using screen buttons and no dialog, which is ugly)
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Oh, I feel blind now ><
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I meant which trigger is Adorielen using, I see no trigger that resembles his at all. "Dialog - Display Button 3 of size (225, 100) with Text "Marauder" at center of screen with offset (0,0) (run Marauder when button is clicked)"
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Which trigger is that? o.O
I am looking in my dialog section for triggers and I see nothing that shows up like that.
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Nicely done lol
As to how to remove research requirements for abilities: Data -> Requirements -> Use Concussive Shells (not learn concussive shells) -> Remove any conditions in the Requirement - Node Link option.