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    posted a message on Diablo III Release Date Annouced

    @zeldarules28: Go

    Do you want my beta key? I hardly play the beta because I don't want to fail school until the actual game comes out.

    Posted in: Off-Topic
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    posted a message on [Solved] Units disappear from unit group

    Nvm, fixed. Gah, talking problems through with peeps on the IRC really helps (even if they don't know the answer XD).

    The problem was the unit group was local and was getting units rehashed into it every time the trigger ran, so basically it had the exact same units as the waves. From that, the computer was removing units from the waves and therefore removing units from the unit group. The fix? Creating a global unit group that only gets the units of each wave added to it once.

    Done!

    Posted in: Triggers
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    posted a message on [Solved] Units disappear from unit group

    So I have units shoved into a wave via data table. Then these units are added to a unit group. Every unit in this unit group (when they are about 10 spaces from a hatchery) are ordered to morph. This works.. sort of...

    Some of the first few units that reach a hatchery are ordered to morph as normal, but the others are magically removed from the unit group (tested via chat output of number of units in UGroup).

    How are these units magically getting removed from the unit group?



    Side notes:
    - A computer player controls the units.
    - Trigger code below:

    Sunken Rush Child
        Events
            Timer - Every 1.2 seconds of AI Time
        Local Variables
            Pos = 0.0 <Real[1]>
            Player = 2 <Integer>
            Wave = (Empty unit group) <Unit Group[8]>
        Conditions
        Actions
            Unit Group - Add all units in (Units of (("SR" + "2") from the Global data table)) to Wave[2]
            UI - Display (Combine ("Checking for sunken spot with ", (Text((Get the number of units in wave (("SR" + (String(2))) from the Global data table)))), " or ", (Text((Number of Living units in Wave[2]))), " drones.")) for (All players) to Subtitle area
            General - While (Conditions) are true, do (Actions)
                Conditions
                    Player < 9
                Actions
                    Unit Group - Pick each unit in Wave[Player] and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Distance between (Position of (Picked unit)) and (Start location of player Player)) < 10.0
                                Then
                                    Unit - Create 1 Photon Cannon for player 1 at (Position of (Picked unit)) using default facing (Under Construction)
                                    Variable - Set Pos[0] = (X of (Position of (Last created unit)))
                                    Variable - Set Pos[1] = (Y of (Position of (Last created unit)))
                                    Unit - Remove (Last created unit) from the game
                                    Unit - Order (Picked unit) to ( Stop) (Replace Existing Orders)
                                    Unit - Order (Picked unit) to (Drone - Mutate into Spine Crawler targeting (Point(Pos[0], Pos[1]))) (Replace Existing Orders)
                                    ------- Force drones to wander around until find a spot to sunken on.
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            0 <= (Distance between (Position of (Picked unit)) and (Start location of player Player)) <= 3
                                        Then
                                            General - Wait 0.7 AI Time seconds
                                            Unit - Order (Picked unit) to ( Move targeting (Center of (Playable map area))) (Replace Existing Orders)
                                        Else
                                            Unit - Order (Picked unit) to ( Move targeting (Start location of player Player)) (After Existing Orders)
                                Else
                    Variable - Modify Player: + 1
            ------- Delete waves once all sunkens are made or drones died.
            General - Wait for (Conditions), checking every 2.2 Game Time seconds
                Conditions
                    (Number of Living units in (Drone units in Wave[2] owned by player 1 matching Excluded: Missile, Stasis, Dead, Hidden, with at most Any Amount)) == 0
                    (Number of Living units in (Drone units in Wave[3] owned by player 1 matching Excluded: Missile, Stasis, Dead, Hidden, with at most Any Amount)) == 0
            Variable - Set Player = 2
            General - While (Conditions) are true, do (Actions)
                Conditions
                    Player < 9
                Actions
                    AI Advanced - Delete wave (("SR" + (String(Player))) from the Global data table)
                    Variable - Modify Player: + 1
            Trigger - Turn (Current trigger) Off
    




    P.S. I dropped all the units from the Waves (Data Table) into unit groups because I figured the computer was pulling them out of the waves and couldn't do that to unit groups. Neither is confirmed, it was just a guess.

    Posted in: Triggers
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    posted a message on [Fixed!] Missile Launch Offset

    So I have an ability that chains into missile launch as such:

    Persistent > Search Area > Launch Missile

    The problem is I cannot get the missile to launch from off of the ground. I have searched around and tried using Site Ops, or changing the periodic offset of the Persistent effect, but to no avail. The Site Op has no effect, and the Persistent's periodic offset can only change the launch offset on a 2D, xy plane.

    Any insight into getting my missile to launch off the ground is appreciated.
    Btw, changing the missile unit's height isn't a viable option as it messes up the mover big time.

    SS's that may be of help:
    http://i.imgur.com/8v0dd.png
    http://i.imgur.com/VUCZM.png
    http://i.imgur.com/f07jM.png




    nvm, fixed it. Just made like 10 changes at once. Needed to change, mover pathing, where the LM effect was launching from, unit height, and CP offset. Done.

    Posted in: Data
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    posted a message on Make buildings

    You can use the AI command Build, or you can do an Issue Order -> Build Hatchery thing...
    If you go with the AI command, the computer might not do it instantly (think time), but they will find an open area to place the hatchery automatically
    If you go with Issue Order, it will be built instantly, but if there is something in the spot you want to build the Hatchery, it won't be built at all.

    Then I guess for the nydus thing you can do something like any unit uses 'nydus transport'.. & if the unit type = drone... then do that stuff.

    Posted in: Triggers
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    posted a message on When I duplicate a unit the original keeps renaming itself

    @MangledMind: Go

    nah. You have to go into the text editor and change the name of the unit in there. The text links are the same, but you have to change them so it doesnt keep renaming itself... i think its F8 or something.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Spawning waves like in Sotis/Dota

    in the editor, hit 'open map.' Then go to Battle.net, log in, and DL one of those maps. Check out the triggers of a custom map you've played before to get a familiarity for triggers.

    The basics:
    The event Ahli is talking about is "Periodic Event"
    Regions are basically area's of w/e size you define. They are a layer in the terrain editor (Press R after loading a map and the region editor will show).
    Order units with "Issue Order."

    Posted in: Triggers
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    posted a message on Remove player units when left the game

    the player leaves event only fires if the player loses, wins, or ties the game. It doesnt detect disconnects, alt-f4's, or menu->quits

    you need a periodic timer or something, then use a pick each player in 'all players'.. if player status = left the game (or w/e), then do:
    kill all units owned by player.

    Posted in: Triggers
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    posted a message on How to Set Spine&Spore Crawler uncommandable?

    noooooooooooooooooooooooooooo

    use the AI triggers :D

    do uhm...
    pick each spore crawler and do:
    -Enable Script control for (picked unit)

    then the same for spine crawlers
    ----
    but, the AI will only move the spine/spore crawlers if there is no creep under them... If you don't want preplaced s crawlers to move just put a creep tumor near them (or permanent creep).

    Posted in: Triggers
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    posted a message on any idea reducing triggers that make units by upgrades?

    Unit - Create ([Upgrade] count for player Triggering Player, counting Complete) Marine for player Triggering Player at [Point] using default facing (No Options)

    with the event 'upgrade count changes' or w/e the upgrade event is

    Posted in: Triggers
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    posted a message on [Solved] Detect if unit is unpowered (Pylon power)

    Ty Zelda
    ---------
    Here's an SS of the perfectly working script if anyone needed an idea of how to put this together.
    This trigger orders the AI to build a Pylon near any unpowered Protoss structure as long as the computer is able (has nexus + probe).

    http://img513.imageshack.us/img513/2171/1111jm.png
    http://img513.imageshack.us/img513/2171/1111jm.png

    Oh but ignore the "initially off" thing & the Text Message things... those were for me.

    Posted in: Triggers
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    posted a message on [Solved] Detect if unit is unpowered (Pylon power)

    I know there's the behavior 'Power User,' but I'm not sure how or if I could use that to help me detect a building out of range of a Pylon (unpowered).
    Basically just need this so that if a computer player has any unpowered buildings I can make them build a pylon in that area to power them.

    Posted in: Triggers
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    posted a message on Collapse all folders & Loops
    Quote from Forge_User_62748943: Go

    You can quickly collapse stuff by mashing the down and left arrow keys.

    Good 1! I like that :)

    Posted in: Triggers
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    posted a message on unit patrolling qustion help

    You could throw a region around the whole defense area then issue them to move back & patrol the area on event "unit leaves region DEFENSE"

    Also, for faster responses hit the IRC: http://webchat.freenode.net/?channels=SC2Mapster

    Posted in: Triggers
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    posted a message on Collapse all folders & Loops

    Sorta minor, but it's annoying to look at...

    Which settings do I need to change to make my triggers look like this:
    http://img708.imageshack.us/img708/8134/2222g.png

    instead of this:
    http://img840.imageshack.us/img840/3263/1111ld.png

    at startup? (Or make the loops within triggers not auto-expand themselves when I look at a different trigger). The expandiness of all my folders and trigger loops is a headache to see when I go to edit things.

    Posted in: Triggers
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