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    posted a message on Ending the game when X amount of enemies die

    @benmenftw: Go

    (controller of (triggering player)) is the for the player of the unit who is dead you need Owner of killing unit i think

    Posted in: Triggers
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    posted a message on Simple noob question

    @TacoManStan: Go

    For whatever reason converting presets didnt work when i tested it, so i dont think you are doing anything wrong. Btw, when you use things like Playable Map Area or Entire Map in region triggers, they usually trigger when a unit is created or when the game starts.

    Posted in: Triggers
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    posted a message on Tofu (Project TMA) Official Thread

    @Mozared: Go

    How can people be saying "this took 9 months?" when they haven't even played it to see the amount of content/quality in the map. Still looks like a better map than most. Also, the video does come off as cocky but people seem to be overreacting and judging the map on looks.

    Posted in: Project Workplace
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    posted a message on Simple noob question

    @TacoManStan: Go

    No it wont, it depends on the action, you can have a trigger than runs every .00625 seconds without any lag (most WASD movement systems do) at all it depends on what you want to do (actions).

    Posted in: Triggers
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    posted a message on Simple noob question

    @Reaper872: Go

    try what reaper said but go under conversion, convert preset to unit, then select Any Unit

    Posted in: Triggers
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    posted a message on strafing?

    @Reaper872: Go

    use a move unit instantly (with blend), or use a force effect in the data editor that you apply to a unit in the trigger

    with the force effect i think you might need to make the unit face a direction but i havent tested it.

    Posted in: Triggers
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    posted a message on Decal Doodads don't show

    <<reply 307046> thx, i just changed some model fields in the data editor, and now its working.

    Posted in: Terrain
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    posted a message on Decal Doodads don't show

    Hello, i have recently started terrain for a map that i am making but for some reason whenever i test the map the decal and tarmac doodads i have placed do not appear. In the editor they will appear if i change a property (size, height, etc) but once i launch the map they are invisible.

    EDIT: i have already tried copying the doodads, then deleteing them and then replacing them, and new decal doodads seem to have the same problem.

    Posted in: Terrain
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    posted a message on Zombie Assualt: House Defense

    @Yargabavan: Go

    Is this going to be like Protect the House from wc3?

    Posted in: Project Workplace
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    posted a message on Pathing lighting opinions.

    @BasharTeg: Go

    That works then i thought there was only a Destroy Actors in Actor Region action(stupid me), like SouL said before you should use a persistent effect and that combines the actor and such, so this will mostly be data.

    EDIT: i should explain more, what i gathered from what SouL was trying to say was that you should create the invisible unit, add a behavior, and the behavior should contain the persistent effect which would an trigger an actor which would create the light. You will also need a trigger to destroy all of the actors (for the effect)in the map

    Posted in: Triggers
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    posted a message on Is it possible to make a variable change an event?

    @dubo863: Go

    an if then else checks the conditions specified and runs actions under Then if the conditions are met and runs the conditions under Else if the conditions are not met.

    I don't know if that answers your question.

    Posted in: Triggers
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    posted a message on Pathing lighting opinions.

    @SouLCarveRR: Go

    How do you expect to keep track of each actor created? The number of actors created isnt known, and the only way i can think of is a variable. You cannot destroy them after one loop is complete because they will barely be visible. Unless you have another idea, you will have to have a variable with a huge array and then store each actor and then destroy them when you choose. With units you can just place them and add an effect.

    Posted in: Triggers
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    posted a message on Is it possible to make a variable change an event?

    @dubo863: Go

    why can't you use an if then else in the trigger(s) where you change the variable?

    Posted in: Triggers
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    posted a message on Pathing lighting opinions.

    @synik4l87: Go

    I wouldn't suggest using actors because they are generally harder to keep track of compared to units. You already mentioned you got it to work with units but the wait was bugging. I suggested you use a Timed Life effect instead of a wait and destroy. Has that worked for you?

    Posted in: Triggers
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    posted a message on Pathing lighting opinions.

    @synik4l87: Go

    just use an expiration timer

    EDIT: never mind in sc2 they are "Timed Life" effects but it is the same thing.

    Posted in: Triggers
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