it is the best way i can think of, you just need to make sure you check inside of EACH spawn. I think i remember testing it before when i was trying to make the other solution the max pathing cost from one spawn to the other when filled with maze buildings is around 500-600
didnt deathtorn fix this for you? I remember he said just check if the pathing cost is greater than 600 or something like that, but you have to check from the spawn locations, should fix the problem. I don't understand what problems you are having, to check if the spawn if blocked you can still use pathing cost for the teleporting ones.
@SouLCarveRR: Go
unfortunately i cannot play this game whenever i speed up my framerate drops to 5 and i cant tell what is going on. (with low farclip and lowest settings, my guess is that the far clip lags behind so when im going fast i end up rendering half the map, but when i slow down i dont)
i found 2 bugs though if you hold down accelerate, you will respawn with the same acceleration rate, and i also managed to glitch outside of the course.
it will only work for point 1, also instead of setting 20 different variables, why not use a loop?
Also
Trigger - Turn Meat Creature Stopper On
that action doesn't run a trigger, it just turns it on. You still need an event for it to run.
IMO you're better off with a periodic event instead of 4 triggers
here is the map, i couldn't figure out one thing though. How to get out of the sub-menu after you have casted the ability. This is not very dynamic at all as you will need to store the ability depending on which button is pressed, unless there is a way to see if an ability is linked to the button. You should also store the dialog items/dialog which i didnt do AND the hero that the dialog is meant for.
If you find any bugs i didnt mention or i did something wrong please let me know.
Event - UI Button pressed. use a boolean variable and set it to true, have another trigger that checks if the user left, right clicks or casts it on another target then set the boolean to false. If the button is pressed and the boolean variable is true then order the unit to cast the ability on the hero.
EDIT : order of triggers will matter so make sure you have the dialog item used trigger before, mouse clicked/ability used trigger.
Just use a local variable(unit group) and set it to all of the units in the playable map area excluding structures, for any player. And use text display (integer to string(Number of units in unit group))
If you want the total amount of units that entered the game just use Unit enters Playable map area, use a condition to filter out structures etc, and set a variable to 1 plus itself and display the variable.
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@ST4RKiLL3R: Go
What was wrong with this one?
http://forums.sc2mapster.com/development/triggers/18408-need-something-created-for-you/?page=2
it is the best way i can think of, you just need to make sure you check inside of EACH spawn. I think i remember testing it before when i was trying to make the other solution the max pathing cost from one spawn to the other when filled with maze buildings is around 500-600
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@Xtremedesyr: Go
use an image dialog item. i recommend using this map for complicated dialogs that require many small tedious adjustments
http://forums.sc2mapster.com/resources/project-workplace/14457-dialog-designer-beta-3/?page=5#p97
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@ST4RKiLL3R: Go
didnt deathtorn fix this for you? I remember he said just check if the pathing cost is greater than 600 or something like that, but you have to check from the spawn locations, should fix the problem. I don't understand what problems you are having, to check if the spawn if blocked you can still use pathing cost for the teleporting ones.
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@Mephs: Go
I am getting the same error message even when i run it as administrator.
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@houndofbaskerville: Go
its live, also up and coming fixed nothing its the exact same games on the front page.
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@SouLCarveRR: Go unfortunately i cannot play this game whenever i speed up my framerate drops to 5 and i cant tell what is going on. (with low farclip and lowest settings, my guess is that the far clip lags behind so when im going fast i end up rendering half the map, but when i slow down i dont)
i found 2 bugs though if you hold down accelerate, you will respawn with the same acceleration rate, and i also managed to glitch outside of the course.
0
@Claymuffin: Go
Meat Creature Spawner Boolean[1] == true
it will only work for point 1, also instead of setting 20 different variables, why not use a loop?
Also
Trigger - Turn Meat Creature Stopper On
that action doesn't run a trigger, it just turns it on. You still need an event for it to run. IMO you're better off with a periodic event instead of 4 triggers
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@Builder_Bob: Go
UI - Player Any Player clicks Middle mouse button Down.
Camera - Set camera mouse Pitch rotation speed to 0.5 for player (Triggering Player)
You need to set both Pitch and Yaw
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@LazyCoder: Go
You can use mods to work around the file size limit, but I'm not sure it can be uploaded to battle.net if its that big. (2? minute upload limit)
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@Bounty_98: Go
I liked Doodad Hunt, but i have a few suggestions.
1) Add an optional far clip, even if the map is small i have a really crappy computer and it only runs on low and still lags
EDIT: nvm^
2)Add camera collision, i couldn't tell if you did or not in the video but i think it would help.
3) Add a fly cam when you're dead like some fps games do.
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@aczchef: Go
Don't you have to save the banks to a variable or a data table? Then recall them using like this, Store Integer for Bank[1] etc.
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@Usernameisntworkingright: Go
here is the map, i couldn't figure out one thing though. How to get out of the sub-menu after you have casted the ability. This is not very dynamic at all as you will need to store the ability depending on which button is pressed, unless there is a way to see if an ability is linked to the button. You should also store the dialog items/dialog which i didnt do AND the hero that the dialog is meant for.
If you find any bugs i didnt mention or i did something wrong please let me know.
0
@Maknyuzz: Go
Event - UI Button pressed. use a boolean variable and set it to true, have another trigger that checks if the user left, right clicks or casts it on another target then set the boolean to false. If the button is pressed and the boolean variable is true then order the unit to cast the ability on the hero.
EDIT : order of triggers will matter so make sure you have the dialog item used trigger before, mouse clicked/ability used trigger.
0
@Tekaichi: Go
Just use a local variable(unit group) and set it to all of the units in the playable map area excluding structures, for any player. And use text display (integer to string(Number of units in unit group))
If you want the total amount of units that entered the game just use Unit enters Playable map area, use a condition to filter out structures etc, and set a variable to 1 plus itself and display the variable.
0
@Tekaichi: Go
Do you want to include structures?