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    posted a message on [Solved] Random ability - target effect

    Yep, it was all in the "set" effect. Very easy to do even.

    Posted in: Data
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    posted a message on Trigger vs Action definition

    Ahh great, then i just keep doing what i have been doing all along :)

    I also find it much easier to break up the code into actions, it keep it much cleaner.

    Trigger i often use like this: I have a event triggering it and use the conditions to validate it just like a if then else case. In the trigger it self i often has if then else cases and depending on result i often run a action definition with the code that should happen depending on cases.

    When it's divided like that then it so so much easier to debug things.

    Posted in: Triggers
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    posted a message on Trigger vs Action definition

    When should what be used? When i look in campaign triggers i see barley no action definitions and yet i end up using allot of them.

    I use action definitions for things that only call for them and i use trigger only for event based things like "unit created". I see blizzard maps use triggers for almost everything even for this that are not "triggers" by something.

    Should action definitions only be used when you need to use parameters or can they also be used as blizzard use triggers, just to call on them?

    A good example would be if i want all my cinematic o start the same way that require like 6-7 actions to be run, would it be best to use it in a trigger or action definition and just call on that whenever i start up a new cinematic?

    I use Action definitions for everything that is not event based... is that bad?

    Posted in: Triggers
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    posted a message on How to change design of life/shield/energy bars?

    I tried to search, i guess i did not just enter the best thing to search for. Thank you so much for the assistance, I'm sure i can figure out the rest :) My topic should at least be to help for some others who search for "How to change design of life/shield/energy bars?"

    Posted in: Data
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    posted a message on How to change design of life/shield/energy bars?

    How do i change the design of the life, shield and energy bars?

    Some have borders, some have names and i have seen allot of other versions as well like when life and shield share the same bar and so on. Where is this options to change all this?

    Posted in: Data
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    posted a message on How to create custom life/mana bars

    Allot of dead links in this forum for some strange reason. This is one i would like to see.

    Posted in: Triggers
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    posted a message on Cliff decals?

    Well i did try to make a new map the the exact same title set and it did not have the lines.

    Posted in: Terrain
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    posted a message on Cliff decals?

    I did notice on TValerian02B that on the non organic cliffs there is a black/yellow warning lines following all the cliffs. How did they do that ?

    Posted in: Terrain
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    posted a message on Why does the validator not work?

    This is what i have. A barrack that apply a behavior on the trained unit

    The behavior have a initial effect and a periodic effect that are the same effect. The behavior also have a validator (disable) that is (caster has no orders).

    What the behavior does it it search for a specific unit and create a persistent on that unit point.

    The persistent is then sending an order to the source unit to attack Target point (where the persistent is). I had big problems with this one, i thought it was meant to send the order to the caster but i guess the caster is the persistent and the source is the unit.

    The whole point of this is so all trained army will attack move to wherever i choose to move the "target" unit with triggers. When they reach the point and have nothing to attack the order end and the unit should have no order to do.

    Now to the problem. Why does "(caster has no orders)" not work on the behavior? The validator is supposed to turn off the periodic "search for target unit" when the unit has an order and when it becomes idle and loose its order it will search for the target and attack move to it again and ones again disable the behavior until the unit has no order.

    This is what happens. The unit is created and attack move to the target point but never check for the new point to go to even tho is has no orders active (have checked that).

    Please look at the pictures of all effect and behavior and tell me what might be wrong and how to fix it.

    Posted in: Data
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    posted a message on Build buildings with trigger

    And it was a terran building i had in mind :)

    I ended up making an invisible unit that first casted an periodic effect to create some special effects and then reorder it self to build on spot with a range of 500, works perfect.

    Posted in: Triggers
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    posted a message on What Types of Triggers can Cause Lag?

    One unit that destroyed my map was raptor zergling. When the zerhling leaped it did trigger the "unit dies" trigger (wtf??), took me a long time to figure it out. In the end i had to remove all those units :/

    Posted in: Triggers
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    posted a message on Function to validate if building is paused/halted?

    Please tell me the function name to use.

    I can place all buildings in a unfinished unit group and remove them on completion and then scan each unit if sombody is working on them but i'm not sure how to do that either.. ones again i need some way to validate if sombody is working on it.

    I need some way to validate if the worker is working on it or if the building is being worked on.

    Does the worker have an order when building it? if so whats the order? then i can just validate if a unit have that order target the building.

    Posted in: Triggers
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    posted a message on Function to validate if building is paused/halted?

    I want to run a trigger that check if there is any unfinished terran buildings, for example if the SCV get killed then i want to detect that building and send a new scv to complete it.

    If i do a periodic event trigger that check for every 10 sec how would it look?

    if "unit is under construction and halted" then... but i dont know what function to call. Help me please :)

    How do i validate the unit to see if its in construction and halted/paused?

    Posted in: Triggers
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    posted a message on Build buildings with trigger

    Is there some way i can with an effect (executed with triggers) or similar i can create a building that will build it self until finished?

    What i want is pretty much the power of the probe with triggers, To "build" anywhere with no workers doing the building part.

    Posted in: Triggers
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    posted a message on Force units to move where i want to build.

    Normally my units move away from the spot i want to build but i also want my allys to move. Any way to make that happen?

    Posted in: Data
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