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    posted a message on Have a look, there is my N-th model

    I just went through all the pages with my mouth dropped like this: Me right now

    Amazing work man, I wish I knew how to import some of my models from Blender into SC2.

    Posted in: Artist Tavern
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    posted a message on Unit Distance Check
    Quote from Forge_User_20974461: Go

    I'd use a compare trigger to check if the unit does not have the behavior so instead of == use !=.

    Make up your mind! :P

    Quote from Forge_User_20974461: Go

    Have suppressed guns give the unit a universal silenced behavior. Then youd just condition whether or not unit had a silenced behavior.

    http://www.sc2mapster.com/forums/development/triggers/52069-day-z-style-attack/

    Posted in: Triggers
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    posted a message on Unit Distance Check

    Right, I just realized this; I have two maps that need/can use the same system... but in different ways.

    Ghost Infiltration: That's perfect.

    City of Horrors: I just need to check if any Infected are within a radius of 36, and have them attack the last position of the player (If the player doesn't have a Behavior on them.) Plus set a Ping on that position to all other players within a radius of 36, lasting for three seconds.

    How can I change up that trigger Bibendus made, and turn it into the City of Horrors version.

    Posted in: Triggers
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    posted a message on Store Units + Items in Bankfiles

    Will this code work?

    I have no idea because I've barely scratched the surface of banks.

    SaveBankfile
        Events
            Game - Player Any Player types a chat message containing "-saveBank", matching Exactly
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Bank - Preload and synchronize bank "CityofHorrorsSC2BankFile" for player (Picked player)
                    UI - Display "Initializing Bank Files..." for (All players) to Subtitle area
            Bank - Open bank "CityofHorrorsSC2BankFile" for player (Triggering player)
            Unit Group - Pick each unit in (Any units in Heroes owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions)
                Actions
                    Bank - Store unit (Picked unit) as "SurvivorHero" of section "SurvivorLoad" in bank (Last opened bank)
    

    On a side note, I need an opinion on this audio file: http://thorcraftgames.com/MitchelCorruptedFinal.mp3

    Yes it's supposed to sound kind of like Radio Static.

    Posted in: Triggers
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    posted a message on I have an idea, without the skills.

    Could always do it this way: 6V6 Hero/Base Arena.

    • Team 1: Player 1 and 2 get the roles of the Base, the rest get to pick a Hero.
    • Team 2: Player 7 and 8 get the roles of the Base, the rest get to pick a Hero.
    • The Bases, like he said could have minerals with unlimited supply. HOWEVER: They mine really slowly and don't provide the best income, so instead of Towers; have Mineral Nodes.
    • Mineral Nodes will act as Pylon, or could even be Pylons. Once captured (Only heroes can capture) they provide power to build towers and give income.
    • The Income will provide 250 minerals to the Base and 50 to the heroes (each of course). This will drastically help if you can capture the enemies'.
    • Neutral Mineral Nodes in the middle of the map would provide sufficient challenge to capture them.
    • If one team has more nodes than the other, it'll give a really good advantage; it'll be a constant war over those, making it more hard to push lanes.
    • Simple Hero Abilities, Marine has Grenade as an ability, Ghost has Snipe, Marauder has his Punisher Grenades, and maybe a Warhound hero.

    Just some suggestions if anyone were to make a map like this.

    Posted in: General Chat
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    posted a message on Monthly Cinematic Exercise #8: Fight or Flight

    I forgot about this for a while, probably going to skip. >_>

    Posted in: Cinematic Creation
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    posted a message on Unit Distance Check

    @BasharTeg: Go

    Thank you very much, I'll try it.

    Posted in: Triggers
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    posted a message on Unit Distance Check
    Quote from Forge_User_20974461: Go

    Consumables are units of type item, check for other ingame consumables you find in campaign like pickable resources. They just trigger an effect on pickup.

    I meant such as a Potion from Diablo, I need to have it in the Hero Inventory "Bag" and trigger an effect upon use. Anyone have a tutorial for making items in general? I wish to better myself in this field anyways.

    Posted in: Triggers
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    posted a message on Unit Distance Check

    Thank you very much Bibendus, this really helps. I've been trying to wrap my head around it for days, haha. I didn't come here until yesterday figuring I could sort it out. >_>

    One more question, I know simple Item setup (Create the unit, actor, etc). I made weapon items, armor items, etc. But I don't know how to create consumables. I have an entirely trigger based Hunger System, and I've already got the code to restore it:

    HungerSearch
        Events
            Environment - Player Any Player uses Effect ApplyEating
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most 1) and do (Actions)
                Actions
                    UI - Display ((Name of player (Triggering player)) + ": Your Survivor is eating.") for (Player group((Triggering player))) to Chat area
                    Sound - Play CrunchyChips for (All players) on (Picked unit) with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
                    Unit - Pause (Picked unit)
                    General - Wait 2.0 Game Time seconds
                    Unit - Unpause (Picked unit)
                    UI - Display ((Name of player (Triggering player)) + ": Your Survivor has finished eating...") for (Player group((Triggering player))) to Chat area
                    Variable - Modify Hunger[(Triggering player)]: + 20
                    UI - Set boss bar (Triggering player) current value to Hunger[(Triggering player)] (Do refresh the boss bar)
    

    I just need to create an item which will be consumed on use, and will create an effect which I can recall here.

    Posted in: Triggers
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    posted a message on Unit Distance Check

    (Distance between (Position of (Unit 1 from Enemy Units)) and (Position of Ghost [18.10, 14.10])) == 12.0

    That's what I've gotten so far, now I just need to make it:

    Change Unit 1 to the first unit within a distance of 12, while making sure that unit is in Enemy units.

    And then be able to store the unit in a Variable...

    I have no clue how to find the unit.

    Posted in: Triggers
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    posted a message on Unit Distance Check

    The Entire Map part is the Sound the Alarm part, every unit goes and attacks the ghost.

    I need to something like this:

    Check if there is ANY unit in Enemy unit within 12 distance of Ghost upon the damaging effect.

    Posted in: Triggers
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    posted a message on Unit Distance Check

    I have this code here to check if my Ghost fires his regular gun, but I need to make it realistic. I don't know how to make a condition to check if any unit in the unit group Enemy Units, is within the distance of 18 when the gun is shot. Also, how do you do the <<Code>> or whatever it is?

    GhostShootGun?

    Events

    Unit - Any Unit takes Fatal or Non-Fatal Any damage (from Any effects)

    Local Variables

    Conditions

    (Damaging effect) == Ghost - C-10 Canister Rifle (Damage)

    Actions

    Unit Group - Pick each unit in (Any units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions

    Unit - Order (Picked unit) to ( Attack targeting (Position of (Killing unit))) (Replace Existing Orders)

    Posted in: Triggers
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    posted a message on Any way I can make this less bulky?

    http://www.sc2mapster.com/paste/7782/

    I don't know how to paste the code here like it is in the paste thread. Isn't it <<code>> <<code>>?

    Posted in: Triggers
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    posted a message on Model Creation

    The model and texture/animations all work properly, they show up in the cutscene editor just fine.

    I found out this when making doodads: Duplicate a KorhalSkyscraper model (in the Data/Models Tab) and instead of using the default model, switch to Nova or a Siege Tank. It'll result in the error of the message log spamming you and a sphere showing up.

    I'm asking if anyone knows how to setup a Model (in the Data/Models Tab) to accommodate this Diablo 3 Zombie model from composure. http://www.sc2mapster.com/assets/parity/

    Posted in: Data
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    posted a message on [Data] Capturable Neutral Transports (Multiplayer capable)

    Just noticed you had put the link in the Vehicle Systems thread in the Trigger forums. It's awesome SC2Mapster has a Vehicle tutorial now. Thanks again for all your help Photoloss.

    Posted in: Tutorials
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