• 0

    posted a message on Become enemies if attacking/ Become allies if typed

    @PillowFort: Go

    "then it would ally himself."

    Also, true.

    Forgot to mention, "The damaging unit isn't returning any unit because it can't be used with that event. "

    You can see what event related return functions (triggering player, damaging player, triggering unit, damaging effect, etc.) are available for which events in the notes of each trigger (which you see when you click on an action/function in the function browser).

    Posted in: Triggers
  • 0

    posted a message on Become enemies if attacking/ Become allies if typed

    @joemart06: Go

    "Player - Make player (Owner of (Triggering unit)) and player (Owner of (Damaging unit)) treat each other as Enemy.

    Well I know that (Owner of (Triggering unit)) is correct but im not so sure about (Owner of (Damaging unit)) since I don't know very well what it returns. I think it's returning the same unit right? xD"**

    The damaging unit isn't returning any unit because it can't be used with that event. If it did, then yeah, it would be the same unit.

    The event "unit is attacked" will make it so both the attacking unit and the being attacked unit can be returned.

    "Game - Player Any Player types a chat message containing ("-ally " + (Handle of player (triggering player))), matching Exactly"

    You can't put functions or variables in an event.

    So it should look like this: ...containing ("-ally "), matching PARTIALLY.

    And in your conditions, you should have something that looks like this:

    (Integer((Word 2 of (Entered chat string)))) != 0

    1. If there is no word two of the string, it will return 0. It might give an error, but I don't think so. That'll make sure that a player was specified in the string.

    2. Handle of Player will return the string ID number of a player, which looks something like 1-S-##, like you said. There's no way to get a players name in string form, only text, which can't be used for this purpose. So you have to have the players use an integer in the string, (i.e. "-ally 2")

    Posted in: Triggers
  • 0

    posted a message on How do I destroy dialog after clicking on it?

    @BasharTeg: Go

    Well, I just meant, in most cases, even the most inefficient coding (within reason) won't have an impact on the game. It's just something people should do, even if it makes no difference, though the practice at making things more dynamic does improve skill.

    And I meant ethical towards the engine. It has feelings, too, you know ; ;

    Posted in: Triggers
  • 0

    posted a message on How do I destroy dialog after clicking on it?

    @joemart06: Go

    My only encounter with lag was when I had an AI controlling hundreds of units. Every second, the trigger picked every unit, and calculated where they would attack/move. It only became a problem when there were tons of units on the map, when there would be a slightly noticeable pause every second. And in the map, the lag was worth it and necessary.

    My point is, maps/bnet can handle a lot. Instantaneous functions (actions/conditions) are going to be your biggest concern (i.e. picking every unit and running a bunch of checks and actions for each one - in the same moment - I'm talking thousands; even hundreds can be unnoticeable).

    It's just mapping ethical to keep the code as efficient as possible and require as little processing as possible. But it can take a lot before it becomes noticeable. I just do it in case I ever need a very heavy system (see AI example).

    Posted in: Triggers
  • 0

    posted a message on Trying to understand "Dialog"

    @joemart06: Go

    Quote from joemart06: Go

    @Charysmatic: Go

    Also, I noticed that you put a Dialog to the top right with an offset of (0,500), so (0,500) is pretty much putting it in the middle right. So if you would've put the same Dialog anchored to the top right (0,1000) would it had shown that it is anchored to the bottom right? I just want to play with it so I can understand it better. Thanks again for everything, appreciate it. xD

    No! A big concept to take into consideration, when working with dialogs, is that not every player has the same resolution. A player with a 1500X1000 resolution would have said dialog in middle of the right side if it's anchored to the top right. Conversely, for someone with a 3000X2000 resolution, if it's anchored to the top right with an offset of 500, it's going to be more towards the top than the middle of the right side of a screen.

    See attachment.

    Posted in: Triggers
  • 0

    posted a message on Trying to understand "Dialog"

    @hobbidude: Go

    Custom definitions are their own lesson, hue hue hue.

    Posted in: Triggers
  • 0

    posted a message on Trying to understand "Dialog"

    @joemart06: Go

    Here's a visual offset tutorial thing I made just for you as well. :D

    Posted in: Triggers
  • 0

    posted a message on Trying to understand "Dialog"

    @joemart06: Go

    Vocabulary time!

    Dialog:

    • A "container," of sorts
    • It cannot be moved for a specific player; the location of a dialog is the same for all players.
    • The size of a dialog must be the same for all players as well.
    • It can be hidden for specific players. Particularly, player groups. When hidden, all dialog items within are also hidden.
    • They can be set to full screen and their backgrounds can be hidden. This is what most people do.

    Dialog Item:

    • Much more versatile than dialogs.
    • They're anchored inside dialogs. They can be moved for specific players.
    • They can also be hidden or shown for specific players.
    • They can't be set to full screen.
    • Lots of options for dialog items. Desaturated, tinted, etc.

    Anchor/Offset:

    • An anchor is the point from with the offset is displacing the item/dialog.
    • Anchors for dialogs are the corners and middles of the sides of the screen, as well as the center of the screen. Top left, top right, center, bottom right, etc.
    • Anchors for dialog items are the same, except within the dialog in which they were made.
    • An offset of 1 = 1 pixel. The horizontal (x) offset comes before the vertical (y) offset.
    • The positive direction of an offset is usually towards the center of the screen (some exceptions -> center).

    Paragrams:

    • Dialogs are to dialog items, as carriers are to interceptors. Dialogs are big and clunky, and aren't very versatile. However, the interceptors within are very versatile and fly around so fast, they can be in different places for different players.
    • Dialogs are to dialog items, as hatcheries are to eggs. Hatcheries can't go anywhere, but their eggs, like dialog items, can be anything and everything, and move all over the place once they're born!

    Putting it All Together:

    • Dialogs are made before dialog items. Dialogs are general set to full screen and their backgrounds are usually hidden.
    • Dialog items are very versatile. You can basically make them do anything.

    Additionally:

    • Dialog items have to be saved. You can save them as variables or in the data table. (People say variables are more responsive, but this is unobserved).
    • Be confident! Try new things with dialogs and dialogs items.
    • UI (dialogs are essentially apart of the games UI) is, according to me, the most time-consuming aspect of the editor. Make sure you're enjoying what you're doing.

    Most Importantly:

    • After you complete any dialog project, think critically about how you could have done it more efficiently. By efficient, I mean being able to change large portions of your work with just the change of a single value (data table/variable). Almost always, you can save yourself time by planning ahead.
    Posted in: Triggers
  • 0

    posted a message on Change Unit Collision range via trigger

    @PillowFort: Go

    It's possible via the action Catalog Field Value Set.

    I'm sure there's a tutorial about it somewhere around here, but I'll give you a quick break down. Basically, the catalog actions modify data. Specifically, fields in data.

    There are four parameters in the Catalog Field Value Set action. The type of data you're modifying (type; examples: units, effects, weapons), the specific data object in that type (examples: marine, psi storm damage effect, gauss rifle), the area in the object that you're modifying, and the player for whom you're making a change.

    It's like an address: [solar systems in the Milky Way] -> [our solar system] -> [Earth] -> [America]

    In editor terms: [data type] -> [data object in the data type] -> [the field in the data object you want to change] -> [for which player]

    Again:

    • Milky Way - Data Type - Aka Catalog
    • Which solar system - Which object of the data type - Aka Entry
    • The planet in the solar system - The field value in the data type - Aka Field path
    • Continent - Player

    The action looks like this:

    • Catalog - Set value of [Catalog] [Entry] [Field Path] for player [(player)] to [""]

    For changing the radius of a unit:

    • our data type is unit type, or catalog. Catalog should be Units.
    • our entry is the unit type. Let's say, marine.
    • field path is what what we're changing is called. We're changing the radius. This field looks like this: CUnit_MovementRadius So, when you click on the field parameter, you go to CUnit, and then MovementRadius.
    • for player, just the player you want this to occur for. Keep in mind, only the player's, whom you specify, units will exhibit this change.
    • and finally, the quotes are where you put the value you want to make it. It's in string form (there's catalog for reals, but who cares). You're just putting it in as a string, so 0.2 or whatever.
    Posted in: Triggers
  • 0

    posted a message on Change Unit Collision range via trigger

    @PillowFort: Go

    You can do it for every single unit of a unit type, but not for a unit specifically. Would that work?

    Posted in: Triggers
  • 0

    posted a message on Newbies Unite/Modding Support Group

    I don't think monetary rewards would be a good idea.

    I find that I'll to go to any length trying to help a newer editor and enjoy it, IF I like them. If I don't, then all I want to do is get it over with. I think, if there were just a simple group chat (i.e. Skype convo), it would be a great way for the more learned editors to pick and choose who they want to help.

    It's not uncommon to see a new user on the site ask a few questions, then go inactive. Especially early on, newbies are going to have lots of easy questions. I like the idea of them having a place to go for quick help, when they first get into it.

    As much as I like the thought of a newbie "clan," I doubt there'd be enough people (newbies and experts alike) willing to participate for it to work initially. I think it's something that, if started, will start small and grow into something great!

    But really, as long as there's a way for me to pick and choose who I help, I'd love to participate in helping.

    And as long as it's user driven, holds promise, and lasts a while, I'm sure Blizzard will eventually throw in an advertisement for it on the Arcade site. I don't know how many people use that site, however.

    Posted in: General Chat
  • 0

    posted a message on [solved] Crashing about 10% of times on Test Map

    @FunkyUserName: Go

    "... using map init in 6 different triggers might cause problems."

    Nah, it's fine.

    "... btw you don't have to preload the bank in triggers. can be done in map settings."

    What? edit: I found it, thanks.

    Posted in: General Chat
  • 0

    posted a message on [solved] Crashing about 10% of times on Test Map

    @DrSuperEvil: Go

    "So others have used your map and get the same result?"

    Well, my other computer. Different editor settings and everything.

    "Sounds like some trigger on initialization messing up. Does your map have any pseudorandom elements?"

    No.

    I suppoooose I'll link it. I just get paranoid people are going to be critical about it.

    Posted in: General Chat
  • 0

    posted a message on [solved] Crashing about 10% of times on Test Map

    @FunkyUserName: Go

    "I'm hoping someone with similar experiences will be able to guide me in the right direction."

    Map doesn't need to be posted. It's a unique situation.

    Posted in: General Chat
  • 0

    posted a message on [solved] Crashing about 10% of times on Test Map

    So soon after I started a new project/map, my SC2 will crash about 10% of the time when I click "test map." The map and my computer will still be fine, it's just the particular map that crashes. Changing computers doesn't help, while other maps work fine (so I'm positive it's the one map). I need this to be fixed because I imagine, if uploaded to Battle.net, the problem will still occur. It gives me the "SC2 crashed, send a report to Blizzard?" prompt when it crashes.

    I haven't touched data (I did a bit, but that was after it started). The only things I have are triggers and imported OGGs and DDSs.

    Deleting certain sections of triggers and testing would be rather time consuming, given that I'd have to test the map multiple (dozens) of times to be sure I found the problem, since it only crashes the SC2 client (again, not the editor, just the SC2 client) about 10% of the time.

    I'm hoping someone with similar experiences will be able to guide me in the right direction.

    Also hoping this is the right subforum ;D

    Posted in: General Chat
  • To post a comment, please or register a new account.