This is really embarrassing, i forgot I hid a unit belonging to the neutral player under a structure and it was trying to access it's dialog, but i never declared a dialog for that player.
I'm getting an odd error when I use this trigger, I don't know why.
Edit: Script Code
//-------------------------------------------------------------------------------------------------- // Trigger: Unit comes close to airport //-------------------------------------------------------------------------------------------------- bool gt_Unitcomesclosetoairport_Func (bool testConds, bool runActions) { // Actions if (!runActions) { return true; }
So Outer would be like casting psi storm on a bunker and damaging the marines inside? In the game this doesn't happen of course, but if I use Outer it will target the marines inside, right?
I am confused. No where in the pics does it specify "pylon" so how does the editor know it is that particular building?
When you store it in the variable, you specify that specific pylon. You could have 20 other pylons in the editor all scattered randomly throughout the map, but if the one that is saved in the variable dies then it will end the game in victory.
The key here is the variable. This variable saves the last created unit which in this case it's the pylon created after 4 minutes and if this specific building dies then you win.
First, create a variable of type unit to store the pylon. ( Pylon var)
Second, create a trigger that after an amount of time (4 minutes in your case) it will create the pylon and after creating it you save the pylon in the variable. ( Pylon Spawn)
Lastly, create another trigger that will check if any unit died. Which unit? You will specify this under the conditions (in your case the Pylon ). If it's destroyed then you end the game in victory/defeat for whichever player you pick. (Pylon Win)
Thank you for the response. I already have a grasp around multi-threading in general, it's just that I wasn't sure about how multithreading works in this editor. My logic should have been correct but I didn't know these threads are actually "pseudo-threads". That's disappointing.
Is there a way to command an individual thread to "stop" and continue on the next thread and so on and so on indefinitely? Or rather what commands can I give to each individual thread?
I'm trying to get a good grasp of multithreading so what I did was create a threading action that returns the first thread that founds a given number, but I also want the other threads to stop once the first thread finds the number.
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This is really embarrassing, i forgot I hid a unit belonging to the neutral player under a structure and it was trying to access it's dialog, but i never declared a dialog for that player.
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I'm getting an odd error when I use this trigger, I don't know why.
Edit: Script Code
//--------------------------------------------------------------------------------------------------
// Trigger: Unit comes close to airport
//--------------------------------------------------------------------------------------------------
bool gt_Unitcomesclosetoairport_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}
DialogControlSetVisible(gv_purchase, PlayerGroupSingle(UnitGetOwner(EventUnit())), true);
return true;
}
//--------------------------------------------------------------------------------------------------
void gt_Unitcomesclosetoairport_Init () {
gt_Unitcomesclosetoairport = TriggerCreate("gt_Unitcomesclosetoairport_Func");
TriggerAddEventUnitRangePoint(gt_Unitcomesclosetoairport, null, UnitGetPosition(UnitFromId(1931736278)), 2.0, true);
}
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Ah i see, thank you for the double response! :P
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So Outer would be like casting psi storm on a bunker and damaging the marines inside? In the game this doesn't happen of course, but if I use Outer it will target the marines inside, right?
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I don't understand what most of these values may mean, but i'll try to define them with what they seem:
(I don't know what do they mean by "Outer" or what effect do they have)
Caster Outer Point - casts at caster's position
Caster Outer Unit - casts at caster's unit
Caster Outer Unit/Point - casts at caster's unit or position
Caster Point - casts at caster's position
Caster Unit - casts at caster's unit
Caster Unit/Point - casts at caster's unit or position
None - casts at nothing
Origin Point
Origin Unit
Origin Unit or Point
Outer Point
Outer Unit
Outer Unit/Point
Source Point - casts at position of whoever is casting
Source Unit - casts at unit of whoever is casting
Source Unit/Point - casts at unit or position of whoever is casting
Target Outer Point
Target Outer Unit
Target Outer Unit/Point
Target Point - casts at a position
Target Unit - casts at a unit
Target Unit/Point - casts at unit or position
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The key here is the variable. This variable saves the last created unit which in this case it's the pylon created after 4 minutes and if this specific building dies then you win.
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To polish it a little bit, I can turn off the trigger and activate it after I assign the pylon to the Pylon Var variable.
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I just forgot I could place the variable in the event. There.
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First, create a variable of type unit to store the pylon. ( Pylon var)
Second, create a trigger that after an amount of time (4 minutes in your case) it will create the pylon and after creating it you save the pylon in the variable. ( Pylon Spawn)
Lastly, create another trigger that will check if any unit died. Which unit? You will specify this under the conditions (in your case the Pylon ). If it's destroyed then you end the game in victory/defeat for whichever player you pick. (Pylon Win)
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I added a global variable to monitor the threads and a boolean global variable like you said and it works great, just what i wanted.
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Thank you!
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Thank you for the response.
I already have a grasp around multi-threading in general, it's just that I wasn't sure about how multithreading works in this editor. My logic should have been correct but I didn't know these threads are actually "pseudo-threads". That's disappointing.
Is there a way to command an individual thread to "stop" and continue on the next thread and so on and so on indefinitely? Or rather what commands can I give to each individual thread?
0
I'm trying to get a good grasp of multithreading so what I did was create a threading action that returns the first thread that founds a given number, but I also want the other threads to stop once the first thread finds the number.
Is my logic wrong? What am I doing wrong?
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The problem is simple: how do I place the green selection circle under the Model that I want. Is there an offset option that I can go to adjust this?
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@joemart06: Go
Ah i got it, inside the game you meant. Not within the editor. Thanks a million!