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    posted a message on How prevent trigger from double executing?

    Trigger

    Players choosing Race
        Events
            Dialog - Any Dialog Item is used by Player {Any Player} with event type Clicked
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 1 to 8, and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering player) == (Picked integer)
                            And
                                Conditions
                                    (Used dialog item) == Zerg_Choose_Race_Button
                        Then
                            UI - Display "You choose Zerg" for (Player group((Picked integer))) to Chat area
                            Dialog - Hide Zerg_Choose_Race_Button for (All players)
                            Dialog - Hide Zerg_Choose_Race_Button_Image_Hunters_Grounds for (All players)
                            Dialog - Hide Zerg_Choose_Race_Button_Image_Warriors for (All players)
                            Dialog - Hide Choose_Race_Dialog for (Player group((Picked integer)))
    

    It hide button for every player if someone pick it to prevent double choosing. But we with my friend clicked together on 1 button and trigger executed for us, and starting units are were owned by last clicked player. How solve this one? Is "disable" option for button enough fast to prevent double choosing?

    Posted in: Triggers
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    posted a message on Help complete trigger

    I need trigger which must check:

    Building appear in region(builded there or moved in), then: 1. If there no any another building in region, beacon captured 2. If there already any building that controlled by not this player then: 2a. Trigger check with PERIOUD(this important cuz this part dont work in my trigger) is building of owner of beacon in region 2b. If yes then it check it again after w8 some time 2c. if not then beacon automatically change owner to new player who tryed recapturing beacon

    In your suggest trigger dont check with time condtions are complete or not

    Posted in: Triggers
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    posted a message on Help complete trigger

    I already have point #5 attachedto unit resource #5, so u sure need region when I use function "convert circle in region"?, when I set region as point #5 with range 5.0?

    And I need a bit more. Trigger must check not only enemyes in area but also neutral human players and allyes, so if u already capture point no one,even ally, cant recapture it without killing ur buildings in region.

    So can I use "Any exclude self" instead "Enemy"?

    Posted in: Triggers
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    posted a message on Help complete trigger

    There is a trigger for capturing points with buidings, its work almost right, only bug its when you trying recapture point when already enemy have buidings in range. Then u need first clear area and ONLY then build your building, else if u build ur building before killing enemy point dont be captured and u will need add 1 more building there

    Resource capture 5
        Events
            Unit - Any Unit Enters within 5.0 of Resource #05
            Unit - Any Unit Leaves within 5.0 of Resource #05
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Triggering unit) == (Random Living unit from (Any units within 5.0 of (Position of Resource 05 [35.89, 189.23]) where player (Triggering player) matches filter Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount))
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Units in (Region(Resource #05, 5.0)) having alliance Any Exclude Self with player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                    And
                        Conditions
                            (Number of Living units in (Any units in (Region(Resource #05, 5.0)) owned by player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
                Then
                    Unit - Change ownership of Resource 05 [35.89, 189.23] to player (Triggering player) and Change Color
                Else
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            (Number of Living units in (Units in (Region(Resource #05, 5.0)) having alliance Any Exclude Self with player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
                            And
                                Conditions
                                    (Number of Living units in (Any units in (Region(Resource #05, 5.0)) owned by player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Number of Living units in (Units in (Region(Resource #05, 5.0)) having alliance Any Exclude Self with player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                                    And
                                        Conditions
                                            (Number of Living units in (Any units in (Region(Resource #05, 5.0)) owned by player (Triggering player) matching Required: Ground, Structure; Excluded: Missile, Dead, Hidden, with at most Any Amount)) > 0
                                Then
                                    Unit - Change ownership of Resource 05 [35.89, 189.23] to player (Triggering player) and Change Color
                                    General - Break
                                Else
                                    General - Wait 2.0 Real Time seconds
    
    Posted in: Triggers
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    posted a message on Trigger not works for computers

    Why trigger fires event only for my units, not for computers, I have trigger which issue order to enemy spore crawlers move to beacons but only my buildings fires event. Also it work only if conditions are met and my building must move again after they are met, beacon dont wanna change owner with a time, still someone explain why? looks like triggering player doesnt works with non-human players

    Posted in: Triggers
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    posted a message on Help with trigger plz

    @FaithAnoe: Go yes, I need that actions complete again with new unit with ownership X only if first unit with ownership another player Y leave area or die And if there no any building nearly beacon who can change owning, beacon turn to computer player Can someone figure this out what code must be?)

    Posted in: Triggers
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    posted a message on Help with trigger plz

    Find similar problem http://www.sc2mapster.com/forums/development/triggers/38508-unit-enters-region-trigger/ look like if i use not == but =! trigger will apply to first unit fires event not last?

    Posted in: Triggers
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    posted a message on Help with trigger plz

    Ok, look: (Unit type of (Triggering unit)) == +1Income (Terran Small)

    this one old, before I edit beacon it was as structure, and trigger runs when beacon enter in his region itself. Now I change his atrribute so its not structure.

    And by second. this one is failed, i tryed do next. We have beacon with owner player 9(I have 8 human players map), choosing myself as computer. If in region of it enter any buiding(or creating near it) he change ownership to player thats own building. If building die or went away and there no any another buildings near beacon its turn to computer. I did this, but If anyone fires event, and enter nearly to beacon where ALREADY another player its still check conditions, aah all ok, and change ownership to player who enter region last, becauseall conditions complete. How prevent this one, how pick all players exclude triggering player, or give priority for triggers?

    Posted in: Triggers
  • 0

    posted a message on Help with trigger plz

    Other words I cant figure out how prevent using this trigger if other player already complete conditions, i.e. building of other player in range of unit already appear.

    Posted in: Triggers
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    posted a message on Help with trigger plz

    Hi, I need a trigger which determinate which player unit "A" enter in region of certain unit "B" and which matches of this unit "A", and if there no another same units "A" of another players, this unit "B" will changing ownership to triggering player, another way if there some units with acquired matches already appear nothing happens.

    I almost do it, but I dont know how make group of "any player from allyes/enemyes of picked integer". Function call wrong and nothing happens There a code, will be very pleased if u help me with it.

            Unit - Any Unit Enters within 6.0 of Resource #01
        Local Variables
        Conditions
        Actions
            General - Pick each integer from 1 to 8, and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Not
                                Conditions
                                    (Unit type of (Triggering unit)) == +1Income (Terran Small)
                            (Number of Living units in (Any units in (Region((Position of Resource 01 [69.32, 217.92]), 6.0)) owned by player (Picked integer) matching Required: Ground, Structure; Excluded: Ally, Neutral, Enemy, Air, Missile, Dead, Hidden, with at most Any Amount)) > 0
                            And
                                Conditions
                                    (Number of Living units in (Any units in (Region((Position of Resource 01 [69.32, 217.92]), 6.0)) owned by player {(Player {Any Player} from (Allies of player (Picked integer)))} matching Required: Ground, Structure; Excluded: Player, Air, Missile, Dead, Hidden, with at most Any Amount)) == 0
                        Then
                            Unit - Change ownership of Resource 01 [69.32, 217.92] to player (Picked integer) and Change Color
    
    Posted in: Triggers
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    posted a message on Help please with displaced cursor!

    I using default models, and abilities directed at points, but offset different on 2dcursor size, i.e. than bigger area of ability than less offset

    Posted in: Data
  • 0

    posted a message on Help please with displaced cursor!

    Yes, affected all units, under tos I mean protoss 2d model cursors. But I cant find what exactly wrong because I have a lot of changes, and then I start make ability and tried attach cursor, suddenly look that area of effect cursor higher than cross cursor which means center of launching ability and with different sizes of cursors different offset from center

    I just dont know when this happens.

    Posted in: Data
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    posted a message on Help please with displaced cursor!

    When I attach new ability to unit suddenly discovered that all 2d cursors and tos and terran moved about on 1 inch higher than center, and all agents for cursors for 2d on default, how fix this offset. I dont know how this happens, all agents for 2d models on default

    Posted in: Data
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    posted a message on Multilevel toggle aura

    I made:

    Ability - Behaviour(Buff) lvl 1 periodic effect(set of effects) - set: -drain mp effect(lvl 1) - mp drain behaviour lvl 1(buff) (caster)
                                   |                                                       |  -search area(area effect) - search area: applied effect lvl 1 - behaviour(buff) lvl 1
                        e         |effect when interrupted - cancel behaviours(set of effects) drain mp cancel effect(lvl 1) - mp drain cancel behaviour lvl 1(buff) (
                                                                                          | search cancel area(area effect) - search area: cancel applied effect lvl 1 - cancel behaviour(buff)
    

    but it works not properly, can you say me I did all right? ssame with level 2 etc, where levels means behaviours in pool after ability

    canceling behaviours seems works not properly, also problems with manadrain, but I saw same ability in Warships map on heavy cruiser and Footmen map

    Shows me: overflow effect with use %1 "protect turning off" protect this is behaviour applied on units

    Posted in: Data
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    posted a message on Multilevel toggle aura

    Hi guys, I am new, and a bit have problems with english, so sorry if smth will bad. Have several problems

    1) Most problem is toggle multilevel aura. I made set of effects with area effects, applying them with behaviours. But

    a) How disable them, I know I must use cancel behaviour option, but if there 2 same heroes with same ability, I dont want cancel behaviour if one cancel it and one not. b) How set toggle buttons one of each other, cant find solution via requirments.

    2) When I set requirments for my heroes skills, they looks as: USE: (CountAbil(BonesHeal,CompleteOnlyAtUnit) < {Level 1}1 && !CountBehavior(Herolevel1,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 2 && !{Level 3}CountBehavior(Herolevel3,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 3 && !{Level 5}CountBehavior(Herolevel5,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 4 && !{Level 7}CountBehavior(Herolevel7,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 5 && !{Level 9}CountBehavior(Herolevel9,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 6 && !{Level 11}CountBehavior(Herolevel11,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 7 && !{Level 13}CountBehavior(Herolevel13,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 8 && !{Level 15}CountBehavior(Herolevel17,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 9 && !{Level 17}CountBehavior(Herolevel19,CompleteOnlyAtUnit)) || (CountAbil(BonesHeal,CompleteOnlyAtUnit) < 10 && !{Level 19}CountBehavior(Herolevel15,CompleteOnlyAtUnit))

    but then this level 1,3,5 еtс shows for every level, how fix this

    Posted in: Data
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