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    posted a message on Tofu (Project TMA) Official Thread

    When are you releasing your first map ? It's all very well be to be proud of one's map, and saying all the other custom maps are trash (which is quite true from a UI point of view, we must thank Blizzard for this), but for the moment it's as if you didn't do anything.

    Will it take another 9 months ?

    Posted in: Project Workplace
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    posted a message on basic unit questions

    Update :

    3) I did it with triggers. Works fine. Don't know how to change the number of extra rally points set with shift click, though. Can't delete them in the command tab.

    5) The godzilla footprint works fine, I had some trouble when creating a new footprint with CShape and ended copy pasting manually the field from other footprints. Is it a bug ? Also, it blocks units pathing, but not building structures.

    1-6) I give up on models. I tried your method Kueken, but the animation is frozen with a marine (without combat shield) mid-walking. I actually want frozen placement and placeholders models as well, but the marine in mid-stride is really ugly so I'd rather have the wrong model (plus I didn't tell it to be frozen, I don't like that). I managed to freeze the other placement models easily (contrary to unit models), but there is still the thruster of the scv for example which is working, while the rest of the scv is frozen. Models are way too complicated for me.

    2-4) On the list of 'failed things to do' too

    10) Is there a way to display the cost of a button while using a requirement in the command card ? I would need it for my towers, I set the command to passive to prevent clicking in order to display if the upgrades are unlocked or not, and it would be super cool to have the cost (life-energy) of using the ability as well.

    11) Takes way too long to make a map ...

    Posted in: Data
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    posted a message on Help with pathing

    @TacoManStan: Go

    Yes it is. Why wouldn' it be ?

    Posted in: Data
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    posted a message on basic unit questions

    1) I didn't manage to find how to stop the animation in the actor events for a complex unit like a marine or a marauder. It's easy for a doodadd, but it's too hard for me yet for the marine. I just added a behavior that scales time 1/100 so units are nearly immobile, but maybe someone knows exactly what fields to modify in the actor ? Or someone knows a good tutorial on actor events ? There's one in tutorials section but it's not really user-friendly.

    2) Yes, it's a building so I put a footprint. Basically, my question is 'Is it possible to display a move speed for a building in the armor tooltip like a normal unit ?

    3) Hmm, I don't like the idea of creating a hidden unit for this. I replace my tower by a unit with a trigger, so is it possible to save the rally point of the tower in a variable and then order the unit to move there, or do something with triggers ?

    4) Is it possible to link a trigger constant in a data text field ? Didn't find how.

    7 & 8 ) Thx for the input :).

    Posted in: Data
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    posted a message on basic unit questions

    @DrSuperEvil: Go

    2) I think I have a problem. I cannot make the unit move anymore. Don't know what the problem is.

    6) Yeah the 3 models are the marine. No 'marine shield upgrade' model so it doesn't come from there.

    7) In the ability, tab ability - box commands. When you define a command you can define a default button. But why and what does it do ?

    8 ) I mean in the 'salvage' behavior - modification - ability - box abilities enabled, there are the two abilities. The tooltip says :'classes of abilities that are enabled when the behavior is active'. I find the tooltip more confusing than helping, does it mean that all the other abilities of the unit are disabled ?

    Posted in: Data
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    posted a message on basic unit questions

    Hello,

    Once more I'm getting distressed at the lack of information on the data editor from blizzard (and the unfortunately bad search function in this otherwise great forum), so I'm going to ask a few more noobish questions.

    I want to build towers that have the same models as units, but don't move. More specifically, I want :

    1) To 'immobilize' the model of the unit, like in squadron TD. I managed to remove the turn and animation fidgets, but even in idle the unit is not completely static. Maybe in the actor of the unit ?

    2) To prevent any movement, BUT display the movespeed of the unit the tower is based on : for a marine tower, I want the speed of a marine to be displayed in the armor tooltip like a normal unit. If I remove the mover or set the speed to 0, the speed is not displayed anymore for the tower.

    3) To enable and save rallypoints : the towers can have rallypoints, then in a trigger I replace the tower by a normal unit and order the unit to go to the rally point. I didn't really check if it was easy to do, but I guess I will have some problems so I prefer to ask.

    4) To display the refund value of a sell ability of the tower on the button. The problem here is that, as is commonly used by TD makers, I use a trigger to modify the player ressources to have only one ability 'sell'. So I have no clue how to do that.

    5) To make an area where units cannot go through during time A, then remove the blocking during time B, and redo it during time C, etc... Is there a cleaner way than making a lot of dynamic pathing blockers, destroying them in triggers, then recreating them, etc ? I would need to save a lot of points in my triggers to do this...

    6) I have a bug when building my marine tower, the placement model (before the unit is constructed, when hovering with the mouse) is that of a marine with combat shield, but my marine doesn't have (yet) the upgrade. I probably overlooked something somewhere. Ultimately, I would have the placement model reflecting the same upgrade the units currently have, but don't know how to do it.

    I'd like also if possible some clarifications on the salvage ability of the bunkers. If I understand well, when the button salvage is pressed, the ability salvage is used, which gives a behavior to the unit. The behavior is a timer, which starts the Effect Salvage when it expires. The effect Salvage orders the unit to use the second ability salvage (refund). This ability gives 100 minerals back, and starts the effect salvage death, which kills the unit. Now :

    7) What use are the default buttons of the abilities in the command pannel of the ability ?

    8 ) Why does the behavior have the two salvage abilities enabled (what does it mean in fact) ?

    9) What does the preempt command flag of the first effect mean ?

    Last question :

    10) If I set the requirement to build a tower in the unit command card of the builder, the price of the tower is not displayed in game if the requirement is not met. But if I set it in the ability to build the tower, it is. Why is that ?

    Thanks for any answer ! :)

    Posted in: Data
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    posted a message on simple questions
    Quote from Kueken531: Go

    @RegisterZog: Go

    Hey

    :)

    Quote from Kueken531: Go

    You can either create another trigger and pass values with global variables or create a custom action with the flag to start a separate thread (which internally does the exact same thing as the first option)

    So would this work ?

    for each player PlayerID  in player group
    do
    run trigger 'toto'(PlayerID) without waiting
    end
    
    trigger 'toto'
    parameter PlayerID
    stuff(PlayerID)
    wait 5s
    other stuff(Player ID)
    
    Quote from Kueken531: Go

    Not sure what you want here. Actions cannot run at the same time. Global variable manipulation will only interfere, if you use waits, in this case you can use local variables to pass values to after the wait.

    Thanks for the idea of local variables. Didn't think about it.

    And what you said means that if a trigger event based is started twice at the exact same time, and in this trigger you call an action which doesn't have a 'wait', the action in the second trigger is started only if the action in the first trigger is finished ?

    Posted in: Triggers
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    posted a message on simple questions

    Hello,

    I wanted to know a few things about the trigger editor.

    1) When you put several conditions in a condition field, without using 'and' or 'or', does it imply a 'and' or a 'or' for the conditions ?

    2) When you define an array of, say 5, is the first element of the array [0], [1], or is it automatically updated based on which element you first fill ?

    3) Is there a way to start an action and continue the execution without waiting for the end of the action ? It's possible for triggers with 'run trigger without waiting', but didn't find the same for actions. What I want to do is a loop :

    for each player in player group
    do 
    stuff
    wait 5s
    other stuff
    end
    

    The problem is it waits 5s for each player. I don't want to write a 'for' loop for each different stuff, end it for the 'wait', and start it again after. Nor do I want to define a new timer for each 'wait' as well, I would end with a lot of timers and needlessly complex code. Maybe I don't have a choice and must use a timer. The 'wait' action just drives me crazy the more I use it, it makes so many bugs in a map ...

    4) Is it possible to do the opposite from a trigger event based ? I mean a particular event can happen several times, each time it starts an action, but sometimes I don't want several times the same action running for reasons of synchronisation (it can introduce a lot of really painful bugs when modifying global variables). There's a 'wait for trigger end' action, but I didn't seem to make it work as I wanted.

    Posted in: Triggers
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    posted a message on Make an innacessible triggered region

    Hello, I have a couple basic questions.

    Is there an easy way to make a particular region on the map behave like it is a wall under some conditions, and a normal accessible by units area under some other conditions ?

    Also how can you forbid to build structures in certain parts of the map (or only allow in certain parts) ?

    Posted in: Triggers
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