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    posted a message on Un-researching

    I am at a PC without SC2 Editor right now, but you can probably use "Create Effect at Unit" trigger and target each marine unit created using my above Reset trigger

    EDIT: I would approach it by creating another Upgrade that makes the wireframe normal again. You can then call upon the upgrade by using the Set Upgrade action.

    Posted in: Triggers
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    posted a message on Help in Units Control

    The best idea is to make the Dropshop fly to an area that is unplayable. If that's not possible, use Remove unit. Since you only said you didn't know how to make the Dropship dissappear, do you need help with the other parts?

    Posted in: Triggers
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    posted a message on Unexploring

    Took me a while, but solved it :D

    Data Editor -> Data Type -> Units -> Locate "Nexus" -> UI - Fog Visiblity -> Set to "Hidden"

    Posted in: Triggers
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    posted a message on Un-researching

    Try this:

    Data Editor -> Data Type -> Upgrades -> Locate "Marine - Combat Shield" -> Remove Effect "Actor - Marine: Wireframe - Image"

    Hopefully it'll work

    Posted in: Triggers
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    posted a message on Un-researching

    Untested, but should be working, assuming newly created unit has correct wireframe

    Reset
        Events
            Game - Player Any Player types a chat message containing "reset", matching Exactly
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Marine units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game
                    Unit - Create 1 Marine for player (Owner of (Picked unit)) at (Position of (Picked unit)) facing (Facing of (Picked unit)) degrees (No Options)
    
    Posted in: Triggers
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    posted a message on Unexploring

    This works for me.

    Initia
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Visibility - Enable Black Mask visibility
            Visibility - Enable Fog Of War visibility
    
    Reset
        Events
            Game - Player Any Player types a chat message containing "reset", matching Exactly
        Local Variables
        Conditions
        Actions
            Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level
    
    Posted in: Triggers
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    posted a message on Tonight on SC2Streamster: Terraining Tuesday

    Was still in school when you streamed it :(

    How many viewers tuned in live?

    Posted in: General Chat
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    posted a message on Unit takes damage performance?

    When you have a condition, the trigger still runs every time a unit takes damage, but it just goes through a condition check, which actually makes the hit on performance more significance as SC2 has to check one more thing.

    It shouldn't be that bad though, unless the map is very large and there's always action going on

    Posted in: Triggers
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    posted a message on [Contest] Scene Recreation!

    Trying to recreate Saving Private Ryan, I hope I win!!

    http://i210.photobucket.com/albums/bb6/coruptedfox/SPR-2.png

    Posted in: Project Workplace
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    posted a message on Phantom Bnet-only bugs
    Quote from BasharTeg: Go

    I thought multithreading only happens if you have two separate triggers running a loop using the same variable at the same time, not within a single trigger.

    In any case, I can't fathom how it could possibly be exceeding the maximum array index since I use the exact same number of players on Bnet as with testing. In other words, I test it alone, then load the map on Bnet alone (after publishing.) It works while testing, but while on bnet I get the error.

    EDIT: Hmm, I think I figured it out. I was using the "Player in Group (Players on team x)" condition. Apparently it always returns false in test mode, so I was avoiding the error that way.

    Anyway, since we're on the subject, what else is different between test mode and Bnet mode? Game variants and attributes are some of the other things I can think of, but is there anything else?

    Game speed is Normal in Test Mode, while it is Faster in Battle.net. It normally wouldn't cause any "bugs", except maybe if you play a sound at a specific time, but you set it as Real Time instead of Game Time so the output time is different in Battle.net.

    Posted in: Triggers
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    posted a message on Unexploring

    @jcraigk: Go

    Try changing visibility to Black Mask. I'm not at a PC with Sc2Editor in it so I can't check if it works though :(

    Posted in: Triggers
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    posted a message on Anti-Block System Help

    I am not at a PC with sc2edit installed, so I don't know the exact commands.

    For Event, make it so when a building is built.

    Use this as Condition:
    If (Pathing cost between (point x) and (point y)) == 65536
    X = Start zone and Y = End Zone

    Use this as action:
    Kill last built unit

    If built doesn't exist, try Created.

    Posted in: Triggers
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    posted a message on Help needed for my future map

    Np :)

    You can add me at Kenneth.599 in game if you need help with any triggers

    Posted in: Triggers
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    posted a message on Sc2Streamster: Epic Streaming with capital E

    As soon as Mr. Moza announced Sc2Streamster, my heart was filled with joy. Sc2Streamster was what I thought about every night as I went to sleep. Now today, the pilot stream finally started. I barely held my anticipation as I watched the stream. Then, I noticed this:

    http://i210.photobucket.com/albums/bb6/coruptedfox/14VIEWS.png

    14 Views guys? SERIOUSLY!?!?

    http://i210.photobucket.com/albums/bb6/coruptedfox/IMPOSSIBRU.png

    Come on guys, let's all watch it NAO! Then we can boast that we watched it before it went mainstream - when Sc2Streamster gets thousands of views.

    http://i210.photobucket.com/albums/bb6/coruptedfox/be4itwentmainstream.png

    Posted in: General Chat
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