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    posted a message on In need of 4 simple Arrow icons

    EDIT: Made it myself after lots of struggle

    But atleast I learned how to make more buttons for the future :P

    fgdf

    I'm in desperate need of 4 Arrow icons, I have been trying to make icons with transparent background but I just can't get it to work in game.

    I've also googled and searched here on Sc2mapster but I can't find a single arrow icon.

    Help would be very appreciated, I'm guessing this won't be either hard or take much time for an average/experienced Sc2 icon/map maker.

    The icons needed:

    1. Arrow Pointing Left

    2. Arrow Pointing Right

    3. Arrow Left - Convert to Grey scale

    4. Arrow Right - Convert to Grey scale

    Color: Similar color to the dialog buttons, orange/brownish, darker edges and light color in middle, or dark blue edges with light blue inside, or dark green edges with light green inside.

    Either way works just fine.

    Arrow size: Pretty big, something like this: fgsdfg

    How the arrow look is not important, as long as you see it's an arrow, it's going to be used as "Next Page" on a Dialog.

    Size: 76x76

    Backround: Transparent, just like regular Sc2 units.

    Will give you credit on the map ofc :)

    Posted in: Requests
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    posted a message on Can Leaderboards be on left side of screen?

    bump, tried "move leaderboard" trigger, but the whole leaderboard crashed instead.

    Posted in: Miscellaneous Development
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    posted a message on Attack-Move issues
    Quote from BasharTeg: Go

    @redbean87: Go

    I wish the bullies in junior high thought that way! Hyuk hyuk hyuk

    They are just jelly of our glasses, it gives us amazing gifts.

    Posted in: Triggers
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    posted a message on Attack-Move issues
    Quote from Elmaex: Go

    Have you tested this with four players? If you play the map singleplayer approx 3/4 of the zerglings will get the order to attack the position of a random unit of player 2-4. Since there are no units from these players on the map, the zerglings will instead go for the origin (bottom left corner).

    OMG thank you, I completely missed that... 4 eyes are better than 2 ;)

    Posted in: Triggers
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    posted a message on Attack-Move issues

    Been working on this whole day, getting tired of it. Will upload the map so you can see for yourself what's wrong.

    Units doesn't seem to know what or where to go, except some :S Very weird issue..

    Was gonna make a map just for my friends with waves of units, but seems like I've lost my touch with triggers since I haven't been working with this for many years.

    Also yes I know the triggers aren't that special atm, JUST started and want to make a prototype of the map.

    - - - Map removed since issue was resolved - - -

    Posted in: Triggers
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    posted a message on Zombie respawn

    @Yaksmanofage: Go

    Meh doesn't matter, so many codes of mine gives about 100 errors all the time, but the map works amazing either way, guess I shouldn't really care about the errors as long as every single trigger works ingame without lagg or any memory error, but still gotta fix it..

    EDIT: Eyescanned every damn trigger, that gave error, it's all fixed now.

    Still looking for some neat ideas for artificial intelligence, so far I only have if the unit is under attack, and the unit cast a spell and stuff like that. But would be great if the unit react when you get in range of them, for example;

    High Templar, if you get in x range of zombie high templar, it casts storm.

    Posted in: Triggers
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    posted a message on Zombie respawn

    @Yaksmanofage: Go

    Well I'll be a son of a bitch, it works.

    But... the trigger doesn't even make any sense! :S

    Posted in: Triggers
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    posted a message on Zombie respawn
    Quote from Yaksmanofage: Go

    @redbean87: Go

    You'd have to add it to the unit after it's created if there are no units on the map.

    Something like:

        Actions
            Unit - Create Y Unit for player X at Point facing whatever degrees (No Options)
            Unit - Add Z amount Behavior to Y from Y
    

    Also, the caster doesn't need to be a different unit. If this was simply for wandering, you can use the same unit as I did.

    If you want to provide threat to a unit through behaviors, then yeah the unit would need to already be on the map at the same time, but you could catalog the unit in an array for use in this situation if you wanted to.

    Fair enough, I'll try it out, back to the drawing board.

    Posted in: Triggers
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    posted a message on Zombie respawn
    Quote from Yaksmanofage: Go

    @redbean87: Go

    Add behavior to unit from caster works...I use it all the time. How exactly are you using it?

    The question is, how do you use that trigger when there are 0 units on the map that has the ability to provide that behaviour to a unit?

    I've tried it in 10-15 different ways just because I was curious if it would work, and it didn't.

    Could the "caster" be a critter? Do the critter need to be in range of the target unit of trigger?

    It's a mystery trigger to me

    Posted in: Triggers
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    posted a message on Zombie respawn
    Quote from Trieva: Go

    @redbean87: Go

    If you're thinking of optimising the map to be as small as possible with the fewest amount of variables/triggers/action-definitions (ADs) then every bit counts. Unless I'm making really huge triggers/ADs and expecting to change triggers often then that's not a worry either.

    @redbean87: Go

    Dude, relax and listen carefully. I'm sharing my way of triggering that works and it may work for you. According to what you said, wouldn't a slight inefficiency be worth something that works? Is it really that hard to spend a few seconds modifying your trigger?

    @redbean87: Go

    I always assumed triggering unit was a somewhat hidden local variable that's set whenever the trigger runs. If it involves function calling then you're right and thanks for the info ;)

    At this point (in typing this post) I just went through this thread again and found out you did get this working XD. Don't mind me, I thought you were still having problems and wanted to help.

    Good luck with your project!

    Got the impression that you thought I was being rude and offended, if so I'm sorry, wasn't rude at all was just telling you how it is :) And yes, we want to have as few function calls as possible to make our maps as smooth and fast as we can (optimized).

    Therefor use variables for everything you can, for my triggers where I only use the function call once with the variable it wouldn't matter if I used triggering unit, but It's a habit I like to have, and it's a good habit! ;P

    Back to the semi-topic!!

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Would really appreciate some help with making the Zombies on my map "wander around", but so far I can't seem to ADD an ability or behaviour to a unit in any way. Just "add behaviour from caster" which is a bullshit trigger that doesn't work.

    Wish I was good with custom scripts and it might be a bit easier, but since I don't I would really appreciate som help with the "wander" system.

    And as you know I can't go to data tab and give the units wander behaviour since they would wander around for players aswell :P

    Posted in: Triggers
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    posted a message on Zombie respawn
    Quote from Trieva: Go

    I don't normally use a variable to store triggering data like you have. One way I do it is by the set variable action.

    Have you tried replacing all uses of TempUnit with Triggering unit? It would also save you a variable.

    Why would I want to "save" a variable? Variables are not in the way, and makes it easier to change a trigger if you totally remake them later on. I use variables on all my triggers except "picked unit".

    Also you save memory by using variables, the more "triggering unit" you use, the more memory your map uses, which is bad. Use variables on "triggering unit" aswell mate.

    You want to keep these as low as possible, and by using variables you lower them greatly. Let's say you have a trigger that you use 15x "triggering unit" on, a long trigger, if you use a variable instead to replace "triggering unit" with the "triggering unit variable" you save 14x function calls.

    efsrf

    Posted in: Triggers
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    posted a message on Ordering swarm hosts to burrow

    BURROW NEST!!! OOOOH!!! :D

    Posted in: Triggers
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    posted a message on Zombie respawn

    Time to go semi-offtopic, it's still about zombies, and it's still about triggers, and it's still about the mechanic alltogether, but now I would love some neat ideas, been doing some ai for the zombie computer what to do if I attack them. (unfortunatly I dont know how to expand the trigger for example if a unit gets in range of the unit to use the ability) I know there is an "idea factory" part of the forum, tho I still think I should continue to write in this thread and harvest an idea or two.

    dfgdfg

    But so far so good, was very fun to play with ai triggers, if banshee gets attacked it cloaks etc, standard ai. Tho as I said earlier, the units with spells only react by using their spells if they get attacked, not if you get close to them, so easy to move close to them and then start attacking them, would be more fun if they reacted even if you got close to them.

    For example:

    If range of Banshee = true, then cloak, if not in range = true, then decloak to save energy. You know what I mean :)

    P.S I know I linked infestor trigger, I just took banshee as an example. I also have a trigger for an infestor that is burrowed, it casts infestad terrans all over the place like a mad man if u attack it.

    Posted in: Triggers
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    posted a message on Zombie respawn

    Aaaahhh alright I got it now! Thanks! :)

    fgsdfg

    (Works like a charm)

    Tho I probably should change the default facing to a bit more random point, it looks a little bit too symmetric ;P

    Posted in: Triggers
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    posted a message on Ordering swarm hosts to burrow

    Having troubles with this one aswell, doesn't seem like swarm host has the ability burrow in the triggers.

    Posted in: Triggers
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