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    posted a message on Cursor Actor - Behavior on

    hello there

    i am trying to create a cursor model for a certain player if one of his units has a certain buff, but i fail to add it to the cursor instead it gets hooked to the unit.

    Shortform: Buff on -> Cursor Model on for owner of unit

    any ideas?

    Posted in: Data
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    posted a message on "Synchronous" in Galaxy

    i forgot to say that i am using this for all my buttons in the map and this button will be hidden once it is pressed. so it cannot be pressed again.
    ok this makes sense if there is a queue for these events.
    click 1 and click 2, click 2 queued and click 1 runs then click 2 runs.
    ok need to test this, thx alot

    ....edit..... works

    Posted in: Triggers
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    posted a message on "Synchronous" in Galaxy

    @Ahli634: Go

    there is no wait between my actions. i always try to avoid waits inside triggers that can be executed more often. if it would be linear, turning off the button has to work but it doesn't.

    my new approach is now to have a trigger for each player and i'll check the number of trigger instances (<= 1) otherwise it won't be executed, but i have to test it online first.

    Posted in: Triggers
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    posted a message on "Synchronous" in Galaxy

    everbody can use this trigger right now, but even if i would turn this trigger off it would fire twice because it's paralell

    Posted in: Triggers
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    posted a message on "Synchronous" in Galaxy

    hi there at the all knowing sc2mapster community.

    i need help here:

    Event - Dialog Button used
    Condition - Button is active == true
    Actions - Deactivate Triggering Button ....ACTIONS...... Activate Button

    this doesn't prevent fast clicking on that button which causes the trigger to fire at least twice.
    is there anything i missed to prevent that?

    i have tried lots of conditions but it seems to be pretty much paralell.

    thx in advance

    Posted in: Triggers
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    posted a message on [Question] Remove Checkbox

    hello there

    any ideas how to remove only the checkbox from the primary objectives?

    <Frame type='ObjectivePanelListBox' name='GameUI/UIContainer/FullscreenUpperContainer/ObjectivePanel/ObjectiveContainer/PrimaryObjectiveListBox' file='GameUI'>

    but there is no way to access the boxItem

    in UI editor i end at ObjectivePanelListBoxTemplate
    <ItemDesc val="ObjectivePanel/ObjectivePanelListBoxItem"/>

    i tried to change the ItemDesc to a custom value i have created but that makes the editor crash.
    there seem to be no way to access the ObjectivePanelListBoxItem

    thx in advance

    Posted in: UI Development
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    posted a message on How prevent trigger from double executing?

    @Form01: Go

    just set all buttons on creating to active. when a button is used disable it. as condition check if it is active (this condition is undefinded if you do not set the button to active/disabled on creation. that does the job at least in my map

    Posted in: Triggers
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    posted a message on TIL: Locals Aren't Persistent

    @Kueken531: Go if you set first value to random int it does

    -edit- ok did tests and it's wrong, BUT i had some cases where this happened. that's why i always set the var in actions now, needs further testing maybe because of recursion in custom actions-

    Posted in: Triggers
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    posted a message on Is there a map like this already?

    "notdso" or "the rising dead" but goes in a "similiar" direction as notd

    Posted in: Map Feedback
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    posted a message on TIL: Locals Aren't Persistent

    jeah and also if you have a local int = random int it will be init as the same number again and again.

    Posted in: Triggers
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    posted a message on Banning *Permanently*

    as far as i know notd has such a system and it's feature by blizz, so who cares about TOS

    Posted in: Triggers
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    posted a message on Banning *Permanently*

    i have done it with a custom function. as parameter is a int player. it returns a bool. inside the function is an variable called bans as array. also a int number of bans. first thing is too set the bans array to the player handles you want to ban. then iterate with the number of bans over the array and check if player handle == bans[x] then return true else do nothing, outside the loop return false

    Posted in: Triggers
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    posted a message on Factory Ships - Live on Battle.net

    @Batomys: Go

    would be nice if there would be a WOL version, currently i would need hots to play it. haven't played it yet but would there be a possibility of remaking homeworld with your map?

    Posted in: Map Feedback
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    posted a message on Starcraft Tetris!!! and other retro games

    @WhiteSmokeeeeeee: Go

    which games? i added tetris already as minigame in my map when some1 dies + memory with 5x5 :d (but everything with dialogs)

    i would be in. if there is terrain for each game only one player could play a game. could we somehow add some competion to it?

    Posted in: Map Suggestions/Requests
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    posted a message on Fun or Not ratings

    if you have time you could try "The Rising Dead"

    Posted in: Map Review
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