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    posted a message on Timers messed up

    @Rice87: Go

    Just to clarify, you're interested in assigning a timer to each player, then displaying a leaderboard with the player name and corresponding timer?

    Posted in: Triggers
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    posted a message on Dedication

    @Neonsz: Go

    Coffee. You'll finish your map in no time :D

    Posted in: General Chat
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    posted a message on [video] new map: Team Blitz Tactics

    Any help or feedback about the video would be greatly appreciated (things you liked/didn't like)

    Thanks a lot

    Posted in: Project Workplace
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    posted a message on Starship Troopers Abandoned GreyHunter

    @GreyHunter4: Go

    Cool map, just checked it out. I like how there's a cut scene as you lift off and go to the sand. Game play was fun, and I only played solo, so I can imagine with 4 people it'd be great.

    Posted in: Map Feedback
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    posted a message on Dragoon Model For Download

    haha, at least he had good intentions

    Posted in: General Chat
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    posted a message on [video] new map: Team Blitz Tactics

    Hey everyone, made a new map and here's a short promo video. What do you think? If there's interest, it'd be nice to get some people together to play, since it's meant for 6v6.

    http://i.imgur.com/n6bSz.jpg

    Posted in: Project Workplace
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    posted a message on Team Blitz Tactics

    Hello everyone, I'm really excited to be done *I think* my map, Team Blitz Tactics, and I'm looking forward to your feedback!

    Description:
    Play as Protoss, Zerg, or Terran: work as a team and hurry to destroy the opponent's Nexus, while protecting your own! Unlock powerful Mercenary units by gaining Career XP. Game play is a fast round-based format.

    http://i.imgur.com/n6bSz.jpg

    Thanks,
    Swagblanket

    Posted in: Map Feedback
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    posted a message on Remove player units when left the game

    @PaskaTykki: Go

    Your trigger looks fine to me...hm.

    1. this may sound stupid, but just make sure that the action "Unit - Remove (picked unit) from the game) is inside your "Pick each unit" loop, and not accidentally outside.

    2. maybe try "unit - kill (picked unit)" and see if it works.

    3. is there a trigger error being shown when a player leaves the game? if so, what is it?

    If all this fails, my best guess is that the trigger is working properly, but its just that technically the player doesn't have any units (meaning the units the player controls belong to another player)

    Posted in: Triggers
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    posted a message on changing team in lobby?

    ^what TheAlmaity said

    If you're the first person to join a game lobby, then you're "player 1", regardless of if you change teams.

    Posted in: General Chat
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    posted a message on Get cost of ability threw triggers?

    @Zero0018: Go

    Like this:

    ( x * 6 ) / 10

    Posted in: Triggers
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    posted a message on Get cost of ability threw triggers?

    @Zero0018: Go

    Ok, so I've now realized you are trying to modify a players resources; this number indeed must be an integer. In order to achieve the effect of multiplying by 0.6 using integers, just use fractions, like 0.6 = 6/10, so:

    Add (((Integer(Ability Cost[1])) * 6 / 10 ))

    Posted in: Triggers
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    posted a message on Get cost of ability threw triggers?

    @Zero0018: Go

    This is occurring because 0.6 is not an integer, its real. The system interprets the integer 0.6 as zero. Try changing it to a real number.

    Posted in: Triggers
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    posted a message on I'm stumped: weird problem with Buttons and Bnet lag

    Ok turns out both of your suggestions worked.

    I got the boolean working,

    click research
    check if boolean "halt" = false
    set halt = true
    do the research upgrade
    wait 1 game sec
    set halt = false.

    however I didn't like having to use a Wait command.

    Initially I thought Ahli's visibility suggestion was perfect; just add into the conditions "used dialog item is visible for (trig player) == true", but it was throwing a trigger error "couln't find property."

    Turns out that although buttons are by default visible, they aren't defined as visible, so I had to put somewhere earlier "show ProtossResearch[x] for all players"

    Now it works, thanks guys

    Posted in: Triggers
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    posted a message on I'm stumped: weird problem with Buttons and Bnet lag

    @Ahli634:

    Doesn't work. Maybe it's just an inherent problem of latency?

    Posted in: Triggers
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    posted a message on I'm stumped: weird problem with Buttons and Bnet lag

    I have a dialog containing a Race's research. When a research is clicked, it checks if the triggering player has enough resources, subtracts the resources, applies the upgrade, hides the old button, then shows the next upgrade button.

    For example, if I select Air Armor L1 (seen below) it would charge me the resources, give me the upgrade, then show a button for Air Armor L2.

    This works perfectly in a local game.

    However, on Bnet there is some lag in between clicking on the research button and receiving the upgrade. Meaning, if you double click quickly, you will be charged double, since the button didnt have time to hide!

    Any ideas on how to solve this?

    http://i.imgur.com/UITxf.jpg

    Posted in: Triggers
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