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    posted a message on Banned Player Trigger?

    This is why blizz needs to add some kind of bank functions that dont get placed on the end users computer. or figure out some locking system for the bank data

    Posted in: Triggers
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    posted a message on Banks doesnt load sometimes.

    @Hookah604: Go

    that is weird man....iv seen some random bugs in the editor that just tend to happen and iv even had to load an old old backup and redo all the shit i had done....did nothing different and magically i wouldnt have the problem the next time. But in my experience with banks iv never had a problem with them not loading. so either somethings wrong code wise or its just straight bugging out( which is a good possibility) only thing i can think of at that point is to load an old backup. Cus honestly bank saves are a huge part of a map. And u probably dont wanna move forward until this bug is fixed somehow...

    Posted in: Triggers
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    posted a message on Frame around the unit

    @CrusaderHeimdall: Go

    nice bro i saw halos in the data edtior and tried using them once and it was before i had a good video card. and thats why i never saw them....but awesome good find i deff wanna use that

    Posted in: Triggers
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    posted a message on Duplicating Fungal Growth And Banelings

    @PBobbert: Go

    the problem with ur tower is most likely the actors are not linked correctly. Or also my problem i always missed for the first like 10 times trying to duplicate something was i forgot set the mover. it handles everything with the missile and where it goes and what it looks like. so when u duplicate next time just make sure u have the actors - model field set the to real units model. and then ur unit is pointed to that actor. if it says unknown its not set.

    Posted in: Data
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    posted a message on Weekly Data Exercise #14- All good TD's require... Towers!
    Quote from Exaken: Go

    I'm finally done with that tower. The missile error had nothing to do with the actor. the level 1 launch missile effect still had ID ''CorruptionLaunchMissle'' in which it linked back to the corruption actor, and it shared the actor with my ability, or something. Whatever, my ability works now. Oh, for some reason the damage effect doesn't do the exact amount of damage as I put in the field Combat - Amount.

    i also got that error about the actor thing. but not for a tower...just for a regular unit. and what fixed it for me was the mover. i forgot to set it. Im proabably wrong but that may fix the damage problem

    Posted in: Data
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    posted a message on [?]Stat Chooser for Hero Level Up

    @synik4l87: Go

    http://forums.sc2mapster.com/resources/tutorials/1463-trigger-data-leveling-your-heroes-with-attribute-increase/

    i found this tutorial, but it was made in the beta editor, but the basis of the way he does his leveling seems like i could work. Would yall mind double checking it, and seeing if yall agree? Cus if i did my leveling this way i could do a stat picker thru triggers instead of data. And use dialogs instead of the learn ability. Basically he still did his veterancy the same way as me with buffs and everything except i allowed my level up to be handled in data. and he handles his in triggers.

    But honestly if this would work i would rather do it this way and add the stat picker....cus i gave the method u told me a first try.( i knew it wouldnt be very easy) And Im having alil trouble. Im just not as good with the data editor as i am with the trigger editor. although i want to learn more about the data side. so if u have or know of a tutorial where someone made a stat picker in data or did some kinda dummy learn ability that links to a buff. lemme know. cus im really confused on how to actually go about doing it thru data like u said.

    EDIT: Well im giving it another go in the data editor.....ill let yall know how it goes. i think i understand what ur saying but i gotta make sure i can implement it. i may need some more detailed intructions

    Posted in: Data
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    posted a message on [?]Stat Chooser for Hero Level Up

    @DrSuperEvil: Go

    gotcha. okay time to goto work on this thx guys.

    Posted in: Data
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    posted a message on [?]Stat Chooser for Hero Level Up

    @DrSuperEvil: Go

    what do u mean exactly...

    Posted in: Data
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    posted a message on [?]Stat Chooser for Hero Level Up

    I see. interesting ima give that a try...ya cus onetwosc said in one of his tutorials u could do a diablo style stat picker but it would just take some more work..guess thats what he meant most likely..thx man

    Posted in: Data
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    posted a message on [?]Stat Chooser for Hero Level Up

    So i decided i really wanted to make a stat chooser for my heros in my map...and i started thinkin about what i would need to do it. but i wanted to see if anyone knew of any tuts out there or another map where someone has done it before that i could get some info from of what way to handle this. unless anyone has a quick rundown?

    Posted in: Data
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    posted a message on [Actor] Fading an actor in and out with timer events

    so soul u tried it to and it didnt work huh? lame.....i figured out what does work tho. u have to set visibility to off thru a trigger. using the send actor message command. I tried setting the visibility on and off in the data editor and it didnt work...but tried it from a trigger and it works. it doesnt fade per say....but if u trying to have a pathing light then it works just fine...Also Soul, if u have the time u should make a tut about how u made urs from ur infinite TD map. i really like that pathing light style. Forgot to say yesterday thanks for all ur help. got me on the right track and now my lights are perfect

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

    Okay so here a pic of what i have soul

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

    no one have any ideas?

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

    Okay so im running into a problem this is just to test it works...down to its most simplest i could make it. the first section is just calling the create string function which creates the lights between 2 points which is the second....now it works fine the first time but the second time i run it....its like the moved points are still there and it creates overlaps of lights over the parts that it goes over more often....IE: the last couple because its always moving the points toward the end. It always deletes the lights but it takes longer and longer and longer each time as its duplicating the amount of lights its generating each time. so basically it'll keep getting brighter until the game cant handle it and crashes. I dont get why this is happening. Im really confused. I know this seems a trivial thing to spend this much time on...but i plan on using the points method to do some other things iv been wanting to do...but i need to get it to work correctly first lol. anyways take a look and see if yall have any idea. Also if u need to see whats going on in the map lemme know and ill post or publish

    Game - Player Any Player types a chat message containing "go", matching Exactly

    Local Variables

    Conditions

    Actions

    Variable - Set PL: BlinkCount[1] = 0

    CreateString(1, LightSpawnFront, MoveFrontPoint1, PL: BlinkLightTypes[1], 0.1, 5.0)

    Point - Move LightSpawnMid To PL; Origanal Point[1][1]

    General - Wait for (Conditions), checking every 1.0 Real Time seconds

    Conditions

    IsStringRunning[1] == false

    CreateString(1, MoveFrontPoint1, MoveFrontPoint2, PL: BlinkLightTypes[1], 0.05, 2.0)

    Point - Move MoveFrontPoint1 To PL; Origanal Point[2][1]

    General - Wait for (Conditions), checking every 1.0 Real Time seconds

    Conditions

    IsStringRunning[1] == false

    CreateString(1, MoveFrontPoint2, MoveFrontPoint3, PL: BlinkLightTypes[1], 0.05, 3.0)

    Point - Move MoveFrontPoint2 To PL; Origanal Point[3][1]

    General - Wait for (Conditions), checking every 1.0 Real Time seconds

    Conditions IsStringRunning[1] == false

    CreateString(1, MoveFrontPoint3, MoveFrontPoint4, PL: BlinkLightTypes[1], 0.05, 1.0)

    Point - Move MoveFrontPoint3 To PL; Origanal Point[4][1]

    General - Wait for (Conditions), checking every 1.0 Real Time seconds

    Conditions

    IsStringRunning[1] == false

    CreateString(1, MoveFrontPoint4, LightEndFront, PL: BlinkLightTypes[1], 0.05, 1.0)

    Point - Move MoveFrontPoint4 To PL; Origanal Point[5][1]

    General - Wait for (Conditions), checking every 1.0 Real Time seconds

    Conditions

    IsStringRunning[1] == false

    General - Pick each integer from 0 to PL: BlinkCount[1], and do (Actions)

    Actions

    General - Wait 0.1 Real Time seconds

    Actor - Kill actor model PL: BlinkActor[1][(Picked integer)]

    Actor - Send message "Destroy" to actor PL: BlinkActor[1][(Picked integer)]

    CreateString

    Options: Action

    Return Type: (None)

    Parameters

    Index = 0 <Integer>

    Point 1 = No Point <Point>

    Point 2 = No Point <Point>

    LightType = No Game Link <Game Link - Model>

    Delay = 0.0 <Real>

    Offset = 0.0 <Real>

    Grammar Text: CreateString(Index, Point 1, Point 2, LightType, Delay, Offset)

    Hint Text: (None)

    Custom Script Code

    Local Variables

    Actions

    Variable - Set IsStringRunning[Index] = true

    General - While (Conditions) are true, do (Actions)

    Conditions

    (Distance between Point 1 and Point 2) >= 1.0 Actions

    General - Wait Delay Real Time seconds

    Point - Move Point 1 To (Point 1 offset by Offset towards Point 2)

    Actor - Create actor model LightType at point Point 1

    Variable - Set PL: BlinkActor[Index][PL: BlinkCount[Index]] = (Last created actor)

    Variable - Modify PL: BlinkCount[Index]: + 1

    Actor - Create actor model LightType at point Point 1

    Variable - Set PL: BlinkActor[Index][PL: BlinkCount[Index]] = (Last created actor)

    Variable - Modify PL: BlinkCount[Index]: + 1

    Variable - Set IsStringRunning[Index] = false

    Also i never figured out how to get any of this to work using the data editor...tried the kill timer thing...no idea what im doing...somethings in the data editor i have no problems with but when i start jumping around and trying a bunch of random stuff i get lost.

    Posted in: Triggers
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    posted a message on Pathing lighting opinions.
    Quote from BasharTeg: Go

    A simple curve would require a variable to store the current tangent of the line. So you would start at, say, 90 degrees. Create a global real variable called TANGENT and set it to 90 degrees in your trigger, somewhere before the loop begins. Then when you go to move your point with the polar offset, set the direction to your variable TANGENT. Then immediately set Tangent == Tangent + 1 (or -1, depending on which way the curve should go.) The number you add or subtract is the severity of the curve, so change that however you need it. You can use a "Repeat x times" loop to change the length of the curve if you don't want to end it at a specific location.

    And again thx...this is going to make this light path function awesome...iv got alot of work to do though lol. Gonna be a loooooonggg night.

    Posted in: Triggers
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