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    posted a message on (SOLVED) Supply Capped Validator

    Okay. I'll rewrite this.

    I have a Barracks with a Behavior Buff with an Issue Order Effect which is attached to a Train Ability which makes the specified unit train periodically. Everything works perfect besides that when the supply limit is reached the units fill up the queue as they wait for supply to lost be so they can be trained. This is an issue due the fact the I have Research Abilities on the same structure for that specific unit. So in order to train research you have to cancel all the units off the queue but the moment you cancel them they re-queue due to the periodic effect. The last thing I want is the player to have to fight with the buff in order to train research.

    so...

    I'm looking for a validator to where I can disable the buff once the supply limit is reached or something to make it look like that's whats going on. There is a Compare Food Made validator type to where you can set a value of when to stop producing units. The problem with that is, is that it's a static value and can't be changed not even through an upgrade or research. Since supply limit always increases or decreases this is worthless.

    Any advice would be grateful. Thanks.

    Posted in: Data
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    posted a message on [solved] Training 2 Units with 1 Button?

    @SyphonEight: Go

    In the abilities Info+ where the unit created is listed just add another unit.

    Posted in: Data
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    posted a message on Issue Order to Build Bunker

    I'm looking to put in some interactions and make my map to feel a little more alive. I'm wanting to make it so when the players unit enter a specific region to order an SCV that has already been place in the map through the editor to start building a bunker at a specific location. Problem is that the Issue Order action doesn't seem to have any orders to build structures or any indicator to where they should be built.

    Ill continue looking for a way to get this going. If anyone knows how to get this started please let me know.

    Posted in: Triggers
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    posted a message on Question about Player Status (FIXED)

    I got it to work! I had to change A LOT of it, so that im able to track the number of active players and which player is using which hero. Variables RULE haha.

    Posted in: Triggers
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    posted a message on Question about Player Status (FIXED)

    Hey all.

    Ive been trying to figure this out, and i had something going and pretty much got mind blown when trying to put it together. What i have is a dialog that appears before certain main events to initialize a ready check for all players before the event begins. The player clicks ready and if all other players are ready then the event begins, but if only player 1 clicks ready then the button is disabled for player 1 and text is changed to "waiting".

    This all works 100% perfectly, but there is an issue if not all 4 players are in the game, since how my trigger is set up to only start the event if all players are ready. How would i be able to modify this with player status = left game or is unused to change it so it only require active players to be ready.

    Events

    Dialog - Any Dialog Item is used by Player Any Player with event type Clicked

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Triggering player) == 1

    Then

    Variable - Set P1 Ready = 1

    Dialog - Disable Ready Dialog Item for (Player group(1))

    Dialog - Set Ready Dialog Item text to "Waiting" for (Player group(1))

    Sound - Play Ready Sound for (Player group(1)) (at 100.0% volume, skip the first 0.0 seconds)

    Else

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Triggering player) == 2

    Then

    Variable - Set P2 Ready = 1

    Dialog - Disable Ready Dialog Item for (Player group(2))

    Dialog - Set Ready Dialog Item text to "Waiting" for (Player group(2))

    Sound - Play Ready Sound for (Player group(2)) (at 100.0% volume, skip the first 0.0 seconds)

    Else

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Triggering player) == 3

    Then

    Variable - Set P3 Ready = 1

    Dialog - Disable Ready Dialog Item for (Player group(3))

    Dialog - Set Ready Dialog Item text to "Waiting" for (Player group(3))

    Sound - Play Ready Sound for (Player group(3)) (at 100.0% volume, skip the first 0.0 seconds)

    Else

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Triggering player) == 4

    Then

    Variable - Set P4 Ready = 1

    Dialog - Disable Ready Dialog Item for (Player group(4))

    Dialog - Set Ready Dialog Item text to "Waiting" for (Player group(4))

    Sound - Play Ready Sound for (Player group(4)) (at 100.0% volume, skip the first 0.0 seconds)

    Else

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    P1 Ready == 1

    P2 Ready == 1

    P3 Ready == 1

    P4 Ready == 1

    then

    (it runs the actions accordingly)

    Posted in: Triggers
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    posted a message on I want your feedback on Custom RPGs

    @DuckyTheDuck: Go

    absolutely! Ive already been thinking of a not even putting in a levels system and to reward the heroes another way.

    Also im highly against having to come back and back and back to play the same content over and over just to beat the game once. I want to make it challenging but not so much that it takes forever and people get bored. This is a custom map and not a full on Standalone, meaning is should only take a hour or so to beat.

    Posted in: General Chat
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    posted a message on I want your feedback on Custom RPGs

    @SkrowFunk: Go

    Thats exactly what im doing, content galore. I have so many ideas and im pretty sure about half are impossible.

    @Zanryu1337: Go

    Lack of content is something im trying avoid i have already plotted out possible updates from what i have going now to keep players interested, Im even building a story around it. but not one of those bland text message rpg quest storys. I want to make the players get goose bumps.

    I have 5 years of experience as an audio engineer so ive been build cinematic sound tracks for each area to really make it get that amazing feel to it.

    Anyways i plan for this not to be some other lame ass RPG, trust i played tons of them. Im just not sure if everything i want to do can fit into one map or if the servers could handle it. xP

    Edit: Just to clear this up, its not going to be a walk around and farm all day RPG, you will move forward in the events that happen with enemy units coming out of no where to attack you, not you going to attack them.

    Posted in: General Chat
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    posted a message on I want your feedback on Custom RPGs

    Hey all.

    Im in the process of designing my map and planning on core mechanics throughout, its an rpg that ive spent countless hours planning and trying to figure out the best possible ways to implement everything to fit nicely.

    I was wondering what everyone would like to see or did not like when you have played a SC2 Custom RPG? thanks for any feedback

    Posted in: General Chat
  • 0

    posted a message on Doodads and Water Visuals

    @Mozared: Go

    Heres the visual flash.

    Posted in: Terrain
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    posted a message on Doodads and Water Visuals

    @Mozared: Go

    nope i just made a new map put in lava and it looks normal.

    Posted in: Terrain
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    posted a message on Doodads and Water Visuals

    @Mozared: Go

    this is how my Char Lava looks in Editor and in Game...

    Posted in: Terrain
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    posted a message on Doodads and Water Visuals

    Hey all.

    For some reason by Char Water and some of my Doodads like Dust Storm when placed in the map dont show their full visuals. Dust Storm and most other doodads only flash their visual randomly and Char Water does the same thing but then shows a low quality visual of the Lava Any ideas on to why this is happening?

    Posted in: Terrain
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    posted a message on Change height of water within Triggers (Solved)

    sweet thanks.

    Posted in: Triggers
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    posted a message on Change height of water within Triggers (Solved)

    Hey all.

    I was wondering if it was possible to change the height of water through triggers like done in some of the Campaign Missions where lava rises after timer hits 0.

    -Projekton

    Posted in: Triggers
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    posted a message on Check if unit is not attacking (FIXED)

    @Projekton: Go

    Ah got it to work, switch validator to No Enemys Nearby and changed Target Location to Target Point and Compare to Equal To and Search Filters to Exclud Ally and Neutral.

    Posted in: Triggers
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