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    posted a message on Map Review : The Hungry Baneling

    @benmenftw:

    Here is the page though, if you really need it :http://www.sc2mapster.com/maps/monster-warrior-desert-madness/

    Posted in: Map Review
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    posted a message on Map Review : The Hungry Baneling

    @Crucius1337:

    Oh no it is already published and stuff, you can find it on Bnet now. Just type in Monster Warrior: Desert Madness and it will appear. One of them is the Coop version, so all you have to do is select the Single player version.

    Posted in: Map Review
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    posted a message on Ending the game when X amount of enemies die

    @Kalithumos:

    Thank you so much! It worked!

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @benmenftw:

    By the way I can't find out how to get the + 1) at the end of the variable in the set variable action, mine currently looks like:

            Variable - Set killcount[(Triggering player)] = KillCount[(Triggering player)][(0 + 1)]

    Posted in: Triggers
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    posted a message on Map Review : The Hungry Baneling

    @Crucius1337:

    Hey, I made a map called Monster Warrior: Desert  Madness and would like to know what others think about it, could you review it? It is a short map so it won't take much time to playthrough, but I really want other people's opinion on it.

    Posted in: Map Review
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    posted a message on Ending the game when X amount of enemies die

    @Ardnived:

    So should I should just get rid of the set variable or turn off arrays in the variable page of the killcount variable?

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @benmenftw:

    Any ideas?

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @TacoManStan

    I'm still getting that same error.
    Here is my trigger:

    trigger1
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 15
            (Owner of (Killing unit)) == 1
        Actions
            Variable - Set killcount[(Triggering player)] = killcount[(+ (1))]
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    killcount[(Triggering player)] >= 10
                Then
                    Game - End game in Victory for player 1 (Show dialogs, Show score screen)
                Else

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @benmenftw: Go

    Oh OK I fixed that problem, but now when I test the map, it says that there is an error with the trigger in that the array is over and that there are elements after the array.

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @benmenftw: Go

    Oh yes and the error says "expecting a return value."

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    @Ardnived: Go

    Can you tell me how you setup the killcount variables? I'm getting an error and it fails to compile my scripts, and it has to be something with the way I'm setting up my variables.

    Here is the trigger:

    trigger1 Events Unit - Any Unit dies Local Variables Conditions (Owner of (Triggering unit)) == 15 Actions Variable - Set killcount[(Triggering player)] = KillCount[(Triggering player)][(+ (1))] General - If (Conditions) then do (Actions) else do (Actions) If killcount[(Triggering player)] >= 10 Then Game - End game in Victory for player 1 (Show dialogs, Show score screen) Else

    Posted in: Triggers
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    posted a message on Ending the game when X amount of enemies die

    Hi there, what I'm trying to do is create a trigger, so when 10 hostiles die, the game ends in victory for the player. The thing is there are about 75 hostiles on the map, but the player only needs to kill 10 to win, sort of like in the "In Utter Darkness" mission in the Wings of Liberty Campaign, where the player needs to kill a certain amount of Zerg before he dies. Sadly I can't find the trigger on how this works in that map's file, so I need help from the community. If you know of a way to make the trigger that I want, please share.

    Thank you and have a nice day.

    Posted in: Triggers
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    posted a message on Looking for data specialist to join mod team

    Quick update guys I'm still looking for a data specialist!

    Posted in: Team Recruitment
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    posted a message on Looking for data specialist to join mod team

    Hello there, I'm working on my fourth mod now, but as a long time level designer for mods, and even some commercial games ( I make mods as a hobby and then do some jobs for commercial development, although I would not say it is my "career" just yet.) I have not studied the data editor that well because I am and have been focusing my attention on the terrain editor, triggers, etc... So really I'm just looking for a person experienced with the data editor, someone who knows how to combine unit models to make things like the Uberlisk shown at Blizzcon 2009 , and how to work upgrades because in my mods ( I have my own little series of mini-games called "Monster Warrior" where you try to survive waves of monsters and so forth) you have a building where you research new upgrades for units. Also if you know how to make custom upgrades for units, like say make an upgrade where the player can purchase a new weapon for his unit that shoots flames or something weird like that, if it is even possible. So if you are interested PM me or email me at [email protected].

    Sincerely, Benjamin

    Posted in: Team Recruitment
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    posted a message on Multiple button dialog controller

    Hello there, I have known how to make a button dialog in triggers for a while now, and I know how to make something do something if a button is clicked, but what I don't know is how to refer to specific triggers, because at this point when I make an event that happens when a button dialog is used it will do the said event no matter what button is clicked. What i want is to make it so you have two buttons, and the two buttons will spawn a different unit depending on which one the player clicks. I have created the two buttons but I don't know what event to play for this to work the way I want. When I try last created dialogas ht event and then in two separate triggers, both with the same event, I make the action for the units spawning, but in game it creates both units. So how do I achieve my goal and make two different buttons do different thing when clicked?

    Posted in: Triggers
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