@Bounty_98: Go
Directly after the command that creates the leaderboard, you need to make a "Set Variable" command that does "LBoard = (Last Created Leaderboard)". This way that leaderboard will have a permanent handle that doesn't lose reference.
Id say that when the topic is the only one thats both not on the frontpage AND has not a single reply (when every other topic not on the frontpage anymore has), then enough time has passed.
Also, that was not my question at all, please read a little more careful next time, thanks.
I want to know if the event correctly assigns teams if a player has switched "slots" in the lobby for example from Slot 2 to Slot 7 - he'll be Slot 7 but STILL Player 2, because SC2 treats players somehow differently.
Now I wanna know if he'll correctly be player 7 or 2 in the map itself.
Uhm I honestly can't see anything wrong, it does drain energy and charges the shields faster than they normally do. All I see is that the Actor seems to be messed up somewhat.
You need to add a
"Leaderboard - Set (Last created leaderboard) item text at column 2 and row 1 to (Text(Red Team))
Leaderboard - Set (Last created leaderboard) item text at column 2 and row 2 to (Text(Blue Team))".
Leaderboards don't automatically update their text AFAIK.
And better give the (Last created Leaderboard) a variable "LBoard" or something, or it might bug because of lost reference.
@KratsAU: Go
I think it's possible with Catalog manipulation somehow, but don't ask me how.
You could do a workaround - make 2 triggers, one that adds +1 to a unit's "custom variable" every X seconds if it has the threat-buff, and one that orders units to attack the threatening unit if its custom variable becomes bigger than Y.
oh my gosh I know how to do that. (I think)
event- unit dies
condition- your unit is killed unit
event-
pick each unit in group( convert circle to region, center = postion of your unit, width = 2) with filter (item = required)
and do actions
{
create 1 unit of type (unit type of picked unit) at position of killed unit
remove (picked unit)
}
this picks each item in the heroes inventory, places the same thing on the ground, and then removes it from the inventory. Even if its not perfect, its a temporary fix. Dont forget, items are units.
The unit that shall place the item on the ground does not die.
There also must be a way for that specific item to just drop without duplicating it...it's a sort of flag for CTF so duplicating it would result in problems.
The triggered effect is a workaround by me since I've already looked into the data editor and just cannot figure out whatsoever, how to add a visual shield effect to non-protoss units.
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@Bounty_98: Go Directly after the command that creates the leaderboard, you need to make a "Set Variable" command that does "LBoard = (Last Created Leaderboard)". This way that leaderboard will have a permanent handle that doesn't lose reference.
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Id say that when the topic is the only one thats both not on the frontpage AND has not a single reply (when every other topic not on the frontpage anymore has), then enough time has passed.
Also, that was not my question at all, please read a little more careful next time, thanks. I want to know if the event correctly assigns teams if a player has switched "slots" in the lobby for example from Slot 2 to Slot 7 - he'll be Slot 7 but STILL Player 2, because SC2 treats players somehow differently. Now I wanna know if he'll correctly be player 7 or 2 in the map itself.
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Uhm I honestly can't see anything wrong, it does drain energy and charges the shields faster than they normally do. All I see is that the Actor seems to be messed up somewhat.
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You need to add a "Leaderboard - Set (Last created leaderboard) item text at column 2 and row 1 to (Text(Red Team)) Leaderboard - Set (Last created leaderboard) item text at column 2 and row 2 to (Text(Blue Team))".
Leaderboards don't automatically update their text AFAIK.
And better give the (Last created Leaderboard) a variable "LBoard" or something, or it might bug because of lost reference.
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Bumpity
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Regarding player numbers and player slots, that is.
Let's say I have a map which is 6v6, with slots 1-6 being team 1 and 7-12 being team 2.
Let's also say I have this trigger here, which creates "hero" units at the respective team's starting zone:
Will this work or will this somehow get TOTALLY messed up if someone decides to leave and rejoin or switch places(if that's possible)?
This whole issue has me totally confused atm. And IF this royally screws up my map, how to prevent it?
Thanks a lot.
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@KratsAU: Go I think it's possible with Catalog manipulation somehow, but don't ask me how.
You could do a workaround - make 2 triggers, one that adds +1 to a unit's "custom variable" every X seconds if it has the threat-buff, and one that orders units to attack the threatening unit if its custom variable becomes bigger than Y.
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@RileyStarcraft: Go Wow, that's so sad to hear :(
Blizz really screwed up the item and ability learning systems, they're the base for 80% of good maps, such a shame...
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The unit that shall place the item on the ground does not die. There also must be a way for that specific item to just drop without duplicating it...it's a sort of flag for CTF so duplicating it would result in problems.
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Still waiting for an answer on this simple, yet essential thing. I can't finish my map without it.
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The triggered effect is a workaround by me since I've already looked into the data editor and just cannot figure out whatsoever, how to add a visual shield effect to non-protoss units.
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bump *sigh*
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I'd like to know this as well. Already racking my brains trying to make a completely different learn system where it works...
Thumbs down for the Learn system Blizzard =/
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Anyone!?
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Bump