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    posted a message on Unit gets within range of unit type

    I have this trigger:

    Unit Enters/Leaves Point
        Unit: Any Unit
        State: Enters
        Distance: 21.0
        Point: Position Of Unit
            Unit: Closest Unit To Point
                Point: Position Of Unit
                    Unit: Triggering Unit
                Unit Group: Units In Region Matching Condition
                    Unit Type: Xel'Naga Tower
                    Region: Entire Map
                    Player: Any Player
                    Unit Filter: Excluded: Missile, Dead, Hidden
                    Count: Any Amount
    

    Which is meant to fire every time a unit gets within 21 range of any xel'naga tower on the map, but doesn't fire at all. Could anyone help?

    As it stands, I've had to make a size 42 circular region around every tower on the map, and make an enter/leave pair of triggers for each one, which is a) a bitch to set up, and b), a bitch to change, (say one of the towers is misplaced).

    Any help is appreciated, thanks.

    EDIT: The trigger read here doesn't actually make much sense, but if you make it in the trigger editor, it makes sense.

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    @BasharTeg:

    Haven't rewritten them to match your idea yet, though if they don't work then, I'll be sure to do so.

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    @BasharTeg:

    I was originally trying to do that, but it was much too complicated for me to figure out which players belonged in which teams inherently, (linking array to array), as it seemed very dynamic, so I'm shying away from that.

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    @nThrX:

    I had 5 people come help me test it out.  When I implement your method, I'll see if I can regather them, and that'll be one of the things I test.

    If you're on EU, you can come help too, speed the process along.

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    @nThrX:

    I like the "wait until win" idea, but you can mark a win/loss for someone who's left.  Try it on ladder, for instance.  Go into a 2v2, and leave.  Have your ally then win, and check your match history before and after.

    @BasharTeg:

    The player dying and leaving had to be in different code blocks, because a dead player can watch.  A left player has to have their match history updated.  (At least I'm fairly sure it does.  There was a reason I did them like this this time round.)  Either way, I'm going to try out nThrX's idea first, thank you.

    Posted in: Triggers
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    posted a message on Air pathing blocking region?

    I'm kinda reluctant to use triggers, as it could be fairly heavy.  If worst comes to worst, I will just paint the area with air patching blockers, but it seems silly there isn't a way to bind pathing per region.

    I'm fairly intimate with triggers, though, so don't worry about that.

    Posted in: Terrain
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    posted a message on 2v2v2v2 custom win conditions

    @SnyderGuy:

    Step one:  Read my post

    Step two:  Understand my post

    Step three:  Post.

    You only did one, man.

    Posted in: Triggers
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    posted a message on Air pathing blocking region?

    For ballarnce reasons, I've decided no air units should go more than 6 (distance) away from a region which is both perfectly square, and rather large. I can't really use air pathing blockers for this, because they're spherical, which doesn't make sense to me, and you can't change their shape.

    Is there any way to set a region or other large square thingummy as a no-go, (or only-go) area for air?

    Posted in: Terrain
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    posted a message on How can I reduce lag?

    How often are triggers running, and how much unnecessary work are they doing?

    Posted in: Triggers
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    posted a message on 2v2v2v2 custom win conditions

    I have a 2v2v2v2 custom where one player on a team can die (lose all their shit), their teammate can eliminate everyone else, and the dead player on his team still receives a win in his match history.  This, combined with wanting to allow people to stay in the game and watch, even when dead, is posing a MASSIVE problem for me.

    The way I thought it would work, was to have a pair of boolean[8] arrays, player_is_dead, and player_has_lost.  Then I would have certain events reading and modifying these arrays.  I'll put these in semi pseudo-code, 'cause Python's awesome damnit.

    #Player leaves
    kill all (of player's units 'n' buildings)
    mark player dead
    if teammate dead:
        end game in loss for player
        mark loss for teammate
        (also need to end game in loss for teammate if teammate's left)

    #player dies
    kill all
    mark player dead
    if teammate dead:
        mark loss for player
        mark loss for teammate
        if one team left:
            -> someone won

    #someone won
    for i in player has lost:
        if player has lost[i]:
            end game in loss for player (i+1) (arrays are 0th, Players are 1th)
        else:
            end game in victory for player (i+1)

    However this combination of stuff only works for losers leaving.

    This has had be completely stuck for about a month, (on and off), so any help would be greatly appreciated.

    Posted in: Triggers
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    posted a message on Ability Spam - Dumb Question

    @flyingspatula: Go

    I believe it's just reading from windows. Open up notepad, and hold down W. It presses it once, pauses, and then spams. That's what happens ingame.

    Posted in: Data
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    posted a message on [Release] Catalyst

    @Eiviyn: Go

    Worked like a charm, you're so awesome.

    Posted in: Project Workplace
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    posted a message on I know, it's done to death, but bridges.

    @joecab: Go

    Pathfinding still poses an issue, as the units won't know that they can change to air (for instance, try landing a viking, then telling it to go over a cliff. It'll walk around.)

    Also, units under the bridge would not be able to fire at passing air units, making unit control a bitch.

    Also, units on top of the bridge would be able to eb shot by air-only units, such as the Phoenix.

    Posted in: Triggers
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    posted a message on [Release] Catalyst

    Unable to open archive (Your StarCraft II installation is corrupt. Would you like to run the Repair tool now?): C:\Documents and Settings\Asday\My Documents\StarCraft II\Catalyst_r1.54.SC2Map

    Eiviyn, halp plx? <33333333

    Posted in: Project Workplace
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    posted a message on I know, it's done to death, but bridges.

    @BasharTeg: Go

    No, you can't run underneath it.

    Posted in: Triggers
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