There probably is a field that you can edit to change maximum unit selection in the Data Editor, but I can't find it, so here's a trigger version of it. I also attached a map with all of the triggers so you can easily copy and paste.
Notes: The unit limit isn't a permanent change, but just a work-around, meaning that putting that on Map Initialization for all players does nothing. You have to apply it every time a unit is selected for a player.
---
If you find a problem with my code or have any further questions, don't be afraid to reply back!
Here is a complete version, adding on to what SnyderGuy described. :D
Before you can make the income system, you first need a global variable that counts the number of fortresses they control. This can be easily done with an integer array "Number Of Fortress Controlled = 0 <Integer[6]>", where the total number of array is the number of players you have. In the example that I used, there should be a total number of 6 players maximum in the map. We use an array because each player has a separate income.
---
Global Variable List:
1. Number Of Fortress Controlled = 0 <Integer[6]>
Trigger List:
1. Periodic Income
2. Player Captures Fortress
Notes: Arrays start from 0, meaning it is actually the more optimal to make it "Number Of Fortress Controlled = 0 <Integer[5]" instead of [6] However, making it [6] makes it less confusing for you and also allows you to use Triggering Player as an array index. I also did not include the event for Player Captures Fortress because I do not know what capturing system you are using.
---
If you find a problem with my code or have any further questions, don't be afraid to ask!
Event - Unit is Killed
.
Condition
[CC1] Is Alive == False
[CC2] Is Alive == False
.
Action
End Game in Victory for Player 1
Pick each Integer between 2 and 7
End game in Defeat for player Picked Integer
Triggers:
Select Game Mode
Select Game Mode 2
Select Game Mode 3
Variables:
Game Mode = No Dialog <Dialog>
Regular Vote Count = 0 <Integer>
Limited Vote Count = 0 <Integer>
Hunt Vote Count = 0 <Integer>
Regular = No Dialog Item <Dialog Item>
Limited = No Dialog Item <Dialog Item>
Hunt = No Dialog Item <Dialog Item>
SelectGameModeEventsTimer-Elapsedtimeis5.0GameTimesecondsLocalVariablesConditionsActionsDialog-CreateaModaldialogofsize(600,400)at(0,0)relativetoCenterofscreenVariable-SetGameMode=(Lastcreateddialog)Dialog-Settitleof(Lastcreateddialog)to"Select Game Mode"Dialog-Createabuttonfordialog(Lastcreateddialog)withthedimensions(500,85)anchoredtoTopLeftwithanoffsetof(50,80)settingthetooltipto""withbuttontext"Regular"andthehoverimagesetto""Variable-SetRegular=(Lastcreateddialogitem)Dialog-Createabuttonfordialog(Lastcreateddialog)withthedimensions(500,85)anchoredtoTopLeftwithanoffsetof(50,175)settingthetooltipto""withbuttontext"Limited"andthehoverimagesetto""Variable-SetLimited=(Lastcreateddialogitem)Dialog-Createabuttonfordialog(Lastcreateddialog)withthedimensions(500,85)anchoredtoTopLeftwithanoffsetof(50,270)settingthetooltipto""withbuttontext"Hunt"andthehoverimagesetto""Variable-SetHunt=(Lastcreateddialogitem)Dialog-Show(Lastcreateddialog)for(Allplayers)
I'm trying to create a basic revival system. My goal is that when you die, you leave behind a beacon. When one of your allies touches your beacon, you revive, but the trigger I'm using does not work for some reason
You know in some units, like the Siege Tank (Sieged Mode), Overlords, Ravens, they all have white dotted lines that show their attack/detection radius. Well, I want that white dotted radius circle around one of my Turrets to show attack range. Does anyone know how to do that?
For my cutscenes in my map, I heavily use subtitles. However, if players has Option -> Gameplay -> Display Subtitles turned off, they can't see them at all. Is there a way around this?
0
There probably is a field that you can edit to change maximum unit selection in the Data Editor, but I can't find it, so here's a trigger version of it. I also attached a map with all of the triggers so you can easily copy and paste.
---Action Definition List:
1. Limit Unit Selection
Trigger List:
1. Player Selects Unit
---Limit Unit Selection
Player Selects Unit
---Notes: The unit limit isn't a permanent change, but just a work-around, meaning that putting that on Map Initialization for all players does nothing. You have to apply it every time a unit is selected for a player.
---If you find a problem with my code or have any further questions, don't be afraid to reply back!
Happy coding :D
0
Can you post your trigger please so we can see what's wrong with it?
I don't have editor open, but it should probably something similar to this
0
Here is a complete version, adding on to what SnyderGuy described. :D
Before you can make the income system, you first need a global variable that counts the number of fortresses they control. This can be easily done with an integer array "Number Of Fortress Controlled = 0 <Integer[6]>", where the total number of array is the number of players you have. In the example that I used, there should be a total number of 6 players maximum in the map. We use an array because each player has a separate income.
---Global Variable List:
1. Number Of Fortress Controlled = 0 <Integer[6]>
Trigger List:
1. Periodic Income
2. Player Captures Fortress
---Periodic Income
Player Captures Fortress
---Notes: Arrays start from 0, meaning it is actually the more optimal to make it "Number Of Fortress Controlled = 0 <Integer[5]" instead of [6] However, making it [6] makes it less confusing for you and also allows you to use Triggering Player as an array index. I also did not include the event for Player Captures Fortress because I do not know what capturing system you are using.
---If you find a problem with my code or have any further questions, don't be afraid to ask!
Happy coding :D
0
Event - Unit is Killed
.
Condition
[CC1] Is Alive == False
[CC2] Is Alive == False
.
Action
End Game in Victory for Player 1
Pick each Integer between 2 and 7
End game in Defeat for player Picked Integer
0
Here's the simplest one.
Triggers:
Select Game Mode
Select Game Mode 2
Select Game Mode 3
Variables:
Game Mode = No Dialog <Dialog>
Regular Vote Count = 0 <Integer>
Limited Vote Count = 0 <Integer>
Hunt Vote Count = 0 <Integer>
Regular = No Dialog Item <Dialog Item>
Limited = No Dialog Item <Dialog Item>
Hunt = No Dialog Item <Dialog Item>
-If Regular Mode Votes == Limited Mode Votes, it gives priority to Regular.
0
Got it to work! The problem was that "Unit from Unit Group" isn't a constant variable, and I used the workaround that involved moving invisible units instantly described here http://www.sc2mapster.com/forums/development/triggers/10075-help-any-unit-enters-within-x-of-point-unit-not-able/
0
I'm trying to create a basic revival system. My goal is that when you die, you leave behind a beacon. When one of your allies touches your beacon, you revive, but the trigger I'm using does not work for some reason
Here's the code
Trigger 1:
Here's the revival code for player 1. I have a separate revival code for every player:
Thanks
0
I know subtitles is used a lot, seriously any workarounds?
0
Bump! Anyone know solution?
0
Thank you for the tutorial!
0
You know in some units, like the Siege Tank (Sieged Mode), Overlords, Ravens, they all have white dotted lines that show their attack/detection radius. Well, I want that white dotted radius circle around one of my Turrets to show attack range. Does anyone know how to do that?
0
For my cutscenes in my map, I heavily use subtitles. However, if players has Option -> Gameplay -> Display Subtitles turned off, they can't see them at all. Is there a way around this?
Thanks
0
That worked! Thanks!
0
Godric. BEST. NAME. EVAAAAA!
0
I used fill terrain thing on my starting terrain =X