• 0

    posted a message on Add cooldown to ability
    Quote from abvdzh: Go

    1) I have a hero wich can pick up skills dropped from mobs.

    2) My hero has custom attribute wich will decrease cooldown for all skills used by hero.

    3) I cant predict what exact skill combination will use player, so i CANT just type "blink" or whatever it is in my commands i need to get this values from data, depending which ability used, or just use something like "unit use ANY ability"event(which i didnt find btw).

    i thought rather to add -value to cooldown i could use your approach to change catalog value in Cost[0].Cooldown.TimeUse field, but in that case i will change it for ALL units that using that ability, whic is not the option cuz every unit will have their own -cd% parameter.

    The problem in that latest map is: when u use Transfusion ability, trigger starts properly, but if i use spawn larva ability, trigger starting after cooldown is launched. In case of Thor cannons my trigger doesnt work at all. I think the problem is in Ability Stage value of my event. So im trying to launch trigger in the same moment when cooldown starts for any ability.

    that would be the 'Finish' Stage. The cooldown fires just right after casting finishes.

    3/ sadly yes, you would have to register each specific ability onto the trigger. Instead of typing "Blink" I think you can get the triggering spell yes? this is possible both in GUI and Custom script.

    Posted in: Triggers
  • 0

    posted a message on Universal builds for unknown melee maps

    randomizing the map would be hard; both to make it good looking and balanced.

    im not a good melee player, but what ive been reading from the pros is they have certain opener strategies; 9 pylon - 14 vespene; something like that i dont really understand. but its more often that you would have to change your builds depending on your opponent's builds. Of course this involves scouting etc2 for 'hidden tech' or proxies. A good SC2 player wont be sticking to only 1 strategy.

    Good strategies in SC2 are not All-in strategies, they are more like footholds the player can use to reach the upper tier of their techtree; or at least units to counter the opposing build. How the player realizes his options and transition from one strategy to another determines his level of skill.

    "form and act upon real "live" analysis, decision making and strategy". I am pretty sure this is alive in sc2 =P

    but eitherways, I do like the element of randomness in a map layout; although maybe not the whole map; just certain important areas such as chokes, xelnaga tower placement, and rocks. I would like to see random weather effects implemented in sc2 (although it would need lots of balancing) as well.

    Black fog... im not so sure. with terrain randomness it would definitely increase the skill cap of SC2, however i would not be surprised that casual players and probably most of the lower leagues would have trouble trying to learn the map, while microing and macroing at the same time.

    Posted in: Melee Development
  • 0

    posted a message on Periodic Event
    Quote from EchoSquad: Go

    Events Timer - Every 5.0 seconds of Game Time Local Variables Untitled Variable 001 = (10 * (Number of Living units in (House units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) <Integer> Conditions (Triggering player) == 1 Actions Player - Modify player (Triggering player) Custom Resource: Add Untitled Variable 001 Player - Modify player (Triggering player) Minerals: Add Untitled Variable 001

    In your trigger, Triggering player would refer to no player because you are using a periodic event, hence the actions dont run because Triggering player returns no player. lol.

    Either use a certain player, like player 1 or 2; or, since it seems like an income thing, use a loop to address all players. so your actions would be like this:

    Event Timer - Every 5.0 seconds of Game Time
    
    Local Variables: 
    - loop <integer>
    
    Actions:
    For each integer loop from 1 to 14 do actions:
    *Pick Each Unit Type House in Playable Region owned by player Loop, Filters blah blah blah and do Actions:
    **Player - Modify player Loop Custom Resource: Add (the amount of minerals per house)
    
    Posted in: Triggers
  • 0

    posted a message on Add cooldown to ability
    Quote from abvdzh: Go

    This is very helpful man thank you. But actually i need to get the value of field with "Transfusion" text. because i want to make map where hero can pick up Skills, so i dont know what exact spells hero will have so i need to read value from that cost link field u talking in your first posts, and then i will add a -x time to cooldown of ability. I hope u understand now what is my problem

    so wait. Reading from your previous posts and also the map u attached, it seems that you want a certain coefficient to modify a unit's cooldowns yes? Since you said u want it to be some sort of attribute for your RPG. like a 55% cooldown increase?

    In the map you attached; the method you used was pretty much okay, but you had this in the entry path: Cost

    Cooldown Link

    That is wrong i believe. I dont think the link returns any number at all. It should be this instead:

    Cost[0].Cooldown.TimeUse

    case sensitive

    So then, what you would do is create a trigger that fires when the unit casts a certain ability. Then use the add cooldown function to add (The Cooldown for the ability) times a percentage. (e.g 0.55 for a 55% increase in cooldown)

    Posted in: Triggers
  • 0

    posted a message on FastPass please?
    Quote from CrazyTwigman: Go

    doesnt work

    because the pylon is created after the game has started eg the probe makes them

    does it have to be a specific pylon say, the first two pylons built?

    or do you just want a random pylon destroyed?

    if its random you are looking for. then use Unit Group - Pick Each Unit in Unit Group and do Actions. set it to Units in Region Matching Condition, and set which player, unit type pylon etc2. set the count to how much pylons you want to be destroyed. Then use Unit-Kill on Picked Unit

    otherwise, if you want say the first two pylons that are created by the player, you may want track the pylons created by the player via events such as: Unit - Construction Progress Completed

    Posted in: Triggers
  • 0

    posted a message on [solved]Displaying a portrait image as a dialog item. help.
    Quote from BasicGear: Go

    Bingo Zolstice, the initialization was wrong. Led me to see a lot of errors in the way I am linking my triggers/a.d./functions together. The damn dialog didnt even exist. spent about 3 hours trying to solve this stupid problem too. Thanks! haha, alls well that ends well.

    alrighttt. I guess there was some use Blizz added those error messages in 1.4 when doing stuff to non-existent dialogs loll =P. In my case i purposely show-hide a bunch dialogs (i didnt care whether its created or not) without checking if it existed with if then else statements. Resulted in the error messages flooding my map when the patch hit lol.

    anyhow, good that its helping your triggering :)

    Posted in: Triggers
  • 0

    posted a message on FastPass please?
    Quote from CrazyTwigman: Go

    Well, each player has a hero and i wanat them all to spawn at thir own individual hero

    set the points up in an array variable. so you would have

    set PlayerSpawnPoint[1] = Point blah blah blah (this is for player one) set PlayerSpawnPoint[2] = (this is for player 2)

    for the pylons um... use Unit - Kill?? its just that simple.

    Posted in: Triggers
  • 0

    posted a message on [Solved] Manipulating Shapeshifting Hero Levels through Triggers
    Quote from Coexistence: Go

    What I Have

    I have a shapeshifting unit made using Auracy's morphing tutorial and it works great! I also have some Marines for it to kill. What I Want

    What I want to do is give each form it's own experience bar and level, which only increase while in the form.

    For example, Hero unit can transform into a Zergling and a Hydralisk. Both start at LVL 0, Hero, in Zergling form, kills 10 Marines and dings LVL 1, Hero switches to Hydralisk form, which should still be LVL 0, then kills 10 Marines, dings LVL 1, then kills 15 more and dings LVL 2, Hero switches to Zergling form, which is still LVL 1. What I Tried

    I tried this by giving all units associated with the Hero the veterancies of all forms, then disabling/enabling appropriate experience gains when unit uses appropriate ability morph, but this didn't seem to work.

    I tried using a real variable array to track the number of Marines killed by the Hero and setting the killing unit's experience to the value of the real variable each time a Marine was killed, but this doesn't work either. Suggestions To Make This Work?

    Are you using Blizzard's experience bar and leveling? Technically you can create your own leveling system, such as keeping track of the hero's experience gains etc2. I dont see how that wont work. I have never delved into the hero system in sc2 because to me its kind of complicated lol.

    An easy solution would probably be to create different heroes for each different form. When your hero "morphs" all you do is switch out the units via move unit instantly, and Hiding the hero's inactive forms with Unit Show/Hide.

    Posted in: Triggers
  • 0

    posted a message on Problems with custom 'bridge' footprint

    Well you see the walkability thing IS part of the model. Same applies to Mar Sara Bridges and those stuff. Well you get the idea.

    Personally I would use Mar Sara Bridges since they are more square than the light bridge, and make them invisible via triggers. You can put whatever doodads you want in its place to create a custom bridge.

    As for the footprints, you dont have to use footprints to be honest. Carve your own footprint for the bridge using the Pathing Brush. Add Ground pathibility where the bridge exists. and use no pathing where it isnt. Voila.

    Posted in: Data
  • 0

    posted a message on Blizzard Map Making Contest
    Quote from CrazyTwigman: Go

    Do you think it will be the same editor for HOTS?? So the cusom maps can be transferred across to HOTS?

    yes, it would be like how WC3:Reign of Chaos is to WC3: The Frozen Throne.

    Eitherways, lets not go off topic here shall we? =D

    Posted in: Melee Development
  • 0

    posted a message on FastPass please?
    Quote from CrazyTwigman: Go

    Ah ok it would work for me EXCEPT that i want it to spawn at a certain point see pic.

    uhm... i dont think you need the Unit attached to region. just use a point, say center of region, or a point defined in the point layer if you want it to spawn at a certain point. If you want a nuke, use:

    Environment - Create effect at point.

    and Triggering unit is whatever unit that activates the event. So if your event is Unit Enters a Region, then it refers to the entering unit.

    Posted in: Triggers
  • 0

    posted a message on [solved]Displaying a portrait image as a dialog item. help.
    Quote from BasicGear: Go

    Okay so I want to display a units static portrait in a dialog window as a dialog item. I have a custom function to return the selected units portrait image. I can get the image to display on screen but not as a dialog item image.

    Here is the debug message:

    "00:00:01.50 Trigger Error in 'gt_SelectUnit_Func': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsString' (value: 0)"

    Here are the triggers...

    Select Unit Events Unit Selection - Any Unit is Selected by player Any Player Local Variables _unit = (Triggering unit) <Unit> Conditions Actions Variable - Set TargetImage = (GetUnitPortraitImage(_unit)) Dialog - Set TargetDialogs[(Triggering player)].TargetPic image to TargetImage for (Player group((Triggering player))) Dialog - Display image 1 of size (237, 360) with image TargetImage using blend mode Normal at Right with (400, 0)

    GetUnitPortraitImage Options: Function Return Type: File - Image Parameters Unit = No Unit (Unit) Grammar Text: GetUnitPortraitImage(Unit) Hint Text: (None) Custom Script Code Local Variables PortraitModel = (Value of Actors (String((Unit type of Unit))) "PortraitModel" for player (Owner of Unit)) <String> PortraitImage = (Value of Models PortraitModel "Image" for player (Owner of Unit)) "<String> Actions General - Return lv_portraitImage

    that error only appears if you are addressing a dialog or dialog item that does not exist. This includes trying to change the size or show/hide-ing a non-existent dialog or dialog item.

    My suspicion would be, recheck if you've created "TargetDialogs" (thats a global variable right?).

    Posted in: Triggers
  • 0

    posted a message on Script load failed: execution took too long

    @Bibendus: Go

    whats the script about; if its possible can u post the triggers here?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Terrain Stuck to Cliff

    @adovid: Go

    easy fix. All you do is go to View/Show Terrain/ and untick Show Hidden Terrain Cells. it seems like u accidentally ticked it on lol.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Raynor, Tychus, Swann, Stettman. no Flaslight [Request]
    Quote from JackRCDF: Go

    I don't have access to a copy of SC2 at the moment <.< but if you send them to me I'll add them to my vast list of things to do :P

    alrightt, sure. can i send it via email? its easier that way =P

    you can send it via PM or just post it here, up2u.

    Posted in: Art Assets
  • To post a comment, please or register a new account.