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    posted a message on Shared income

    @thepumaman1

    Event:
    Unit Dies

    Condition:
    killing player and triggering player treat each other as enemies == true

    Actions:
    If
        killing player is in players on team 1
    Then
        Pick each player in active players
            if
                picked player is in players on team 1
            then
                modify player property minerals: +x
                modify player property vespene: +y
    Else
        Pick each player in active players
            if
                picked player is in players on team 2
            then
                modify player property minerals: +x
                modify player property vespene: +y

    Posted in: Triggers
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    posted a message on Banks, Real Values, and my Leaderboard

    Yeah getting rid of the title and button saves a lot of space, I like it.

    You have the right idea of how to get rid of the rows. The key is to create two new variables, one local, CurrentRow, and one global, PlayerRow[12] (an array). The trigger works by starting with row 1, and picks each integer from 1 to 12, which represents each player. If the picked integer/player is playing, it assigns row 1 into PlayerRow[Picked Integer] = CurrentRow, then increases the current row by 1. Now, it continues on looking for an active player to fill row 2. Once it does, at the finish it increases to row 3, etc. To take care of your leaderboard when someone gets a kill, instead of using...row (triggering player)...use...row (PlayerRow[Triggering Player]). Note that in an earlier trigger I created a variable NumberOfPlayers, that finds the number of active players, and it's used below.

    Initialize Leaderboards
        Events
            Game - Map initialization
        Local Variables
            CurrentRow = 1 <Integer>
        Conditions
        Actions
            Leaderboard - Create a leaderboard with 4 columns and NumberOfPlayers rows, with the name "Leaderboard", and using (100%, 100%, 100%) color.
            General - Pick each integer from 1 to 12, and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Status of player (Picked integer)) == Playing
                        Then
                            Leaderboard - Set (Last created leaderboard) item text at column 2 and row CurrentRow to (Name of player (Picked integer))
                            Leaderboard - Set (Last created leaderboard) item text at column 3 and row CurrentRow to "0"
                            Leaderboard - Set (Last created leaderboard) item text color at column 2 and row CurrentRow to (Color((Current player (Picked integer) color)))
                            Variable - Set PlayerRow[(Picked integer)] = CurrentRow
                            Variable - Modify CurrentRow: + 1
                        Else

    Posted in: Triggers
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    posted a message on Text Style Using a Function Instead of a Value

    Just wanna say you guys are genius, this was exactly what I was looking for!! Thanks!

    Posted in: Triggers
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    posted a message on Make me Triggers

    @LunaticGirge

    Don't worry about having things not work your first attempts with the editor, it happens to everyone. The good news is your error is easily fixable.

    Solution:
    1. In trigger "Create" move the line "Leaderboard - Create a leaderboard with..." to the top, this needs to be the first command.

    2. create a global variable (not a local variable) called "Kill Board", or whatever you want, and change the "type" to "leaderboard"

    3. In trigger "Create", at the second line (underneath Leaderboard - Create), use "set variable" -> "Set (last created leaderboard) = Kill Board

    4. In trigger "Unit Dies", inside of the Then statement for (Killing Player) = 1, after "variable - modify P1Kills: +1" add a line called "Set (Kill Board) item text at column 2 row 1 to [convert integer to text (P1Kills) ]. Do this for each player

    Done!

    Note that if there are not other players in the game, then the leaderboard will appear empty except for your own name.

    Posted in: Triggers
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    posted a message on long time lurker... new time poster

    @saucysoup: Go

    Welcome saucysoup!

    Posted in: Off-Topic
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    posted a message on [Misc] Text Styles (75% done)

    Thanks so much for this compilation, incredibly useful!

    Posted in: Tutorials
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    posted a message on Sound issue with units

    Try:

    File > Dependency > Add Campaign

    Posted in: Data
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    posted a message on Banks, Real Values, and my Leaderboard

    @GreyHunter4:

    Thank you sir.

    I was able to implement my bank/leaderboard, however, 2 issues.

    1. how'd you get that sexy line between your first and second row on your leaderboard?
    2. while offline and testing my map through the editor, I am easily able to hack my bank file and increase my wins even with Bank Signatures Enabled. I'm hoping that on bnet it would function normally, but I have no idea.

    If I may offer a suggestion, you could minimize the size of your leaderboard by instead of displaying "Not Playing" simply remove the row entirely. Though, I guess if you only have 4 players, then it's not really a big deal.

    @CrazyTwigman:

    Leaderboards are the way to go, imho. They look really sharp, and can be easily minimized. The tooltips are a nice benefit of using a dialogs, but its kinda difficult, for me at least, to view my tooltip in the heat of battle. Anyways, maybe there's a way to add tooltips to leaderboards?

    Edit: ah nevermind, forget #1. I saw you need to set the row to Header to get the line.

    Posted in: Triggers
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    posted a message on So... where did the forum view counts go?

    @Bibendus:

    I was just wondering myself where they went, glad someone made a thread :)

    Posted in: General Chat
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    posted a message on Issues with Unit Started Attack Event

    @neverwin1011:

    Hmm, it's really hard for me to tell what exactly is going on. I'm assuming the hero unit has a variable assigned to it, so your method may look something like...

    Event
       Any Unit Starts Attacking

    Conditions
       Or
          Attacking Unit == HeroUnit[1]
          Attacking Unit == HeroUnit[2]...
         ... Attacking Unit == HeroUnit[n]

    Actions
       modify Ammo[Attacking Unit]: -1

    Then somewhere else in a dialog you have it show the variable Ammo[] which periodically updates or something? I still can't figure out why multiple units shooting would cause en error...

    Posted in: Triggers
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    posted a message on Issues with Unit Started Attack Event

    @neverwin1011

    Are you using Unit is Attacked, Unit Starts Attacking, or Unit Takes Damage?

    Also, are there any Conditions in your trigger? If so, what exactly are you trying to accomplish?

    Posted in: Triggers
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    posted a message on Banks, Real Values, and my Leaderboard

    @GreyHunter4:

    I'm about to attempt a similar thing, I'm coming to you should I fail :)

    Posted in: Triggers
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    posted a message on new user, hello everyone

    @OneTwoSC:
    I just watched your video on banks, big help, and really straightforward.

    Thanks again everyone for the welcomes :D

    Within the next week I'll post a game play video of something I'm working on, so I'm curious what everyone's take on it will be.

    Posted in: Off-Topic
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    posted a message on new user, hello everyone

    Thanks for the warm welcome everyone, happy holidays :)

    Posted in: Off-Topic
  • 0

    posted a message on new user, hello everyone

    Just a quick hello; I'm new to the forums, they've helped me with a bunch of issues, so I'm happy to help back!

    See you around,
    Swagblanket

    Posted in: Off-Topic
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