Ahhh arrays... yeah i heard about it, and always thought "im gonna learn what they are later, when there will be need". Seems the time has come. Thanks a lot for pointing direction :)
Is there a way to set multiple global variables called for example:
name1
name2
name3
name4
and so on....
with a local variable "a" and a trigger "for each integer a"?
I mean there should be a way but when i click the variable in "set variable" trigger, it allows only for picking variable or custom script. Is there a chance for custom script like:
(CombineStrings("name",a))
to work in this case? Is the syntax ok? Im pretty lame makeshift of a programmer, but will need tones of global variables set, and copy-pasting and then changing numbers is a nightmare and as my friend said "lame". I dont want to be lame anymore :P
Its alive! its alive!! It works! You are genius :D For a while i even thought you were wrong cause i should first write "Portrait - " as first string, but when i checked the raw data its indeed unitnamePortrait as model name. People like you can inspire to learn so much in this editor. Huge thanks again mate! You deserve a beer.
Ok seems im semi-blind atm due to being tired. Cause i cant figure a way to do what you just said :) Will try tommorow to do some more brainstorming. If you would be bored however i would be very thankfull if you would try to do it yourself and show how you managed to do it.
I have several dialog portraits with model - portrait set to marine. What im trying to do is:
1. run a triggers that will set corresponding variables depending on what kind of unit player is controlling (and these will be changing)
2. then in other triggers i would like to use these variables to change the portrait shown in the dialog portraits.
Is it possible to use variables for that somehow? Or i need to do it all without variables?
I cant find a way to let the action "Set dialog item model" somehow reach the variable... dont even know which variable type i should use :S Seems there is no variable for that particular use, but maybe there is some workaround? I can store unit type in variable, but how make the "set dialog item model" somehow set the model portrait related with that unit type?
Hey guys. My first aproach to dialogs, and i have already (suprise suprise) encountered a problem :) My dialog item display itself UNDER the dialog background... Like if it would be on the bottom layer and the dialog would be on top layer... What do i do wrong? Here is the code for my test dialog:
I have a testing trigger for my map which should allow me to reveal entire map and cancell that functionality.
When i type "map" while the global condition for it is set to 0 it reveals the map and confirms it with text message "maphack on" and set g.c to 1 - and that works, it reveals the map and says "maphack on"
When i type "map" while the global condition for it is set to 1 it should remove the revealer and say "maphack off" - and it works with the message, but it doesnt cover the map with black mask and fog as it should...
p.s. offtopic
do i need to use global variables for such triggers like i did here (i wasnt sure if local variable isnt the problem so i have used global)? Are the local variables for triggers reseted each time the triggering event tuns the trigger?
I was trying to add 2 behaviors to single togglable ability. And it always turned on/off only the behavior that is added to the behaviors list as the first one (changing order on the list changed the ability functionality to execute only the 1st one on list). Is there some way to fix that? If 1 ability can have only 1 behavior then why there is a way to add more behaviors to the list?
First of all, im sorry for the possibly most noob question ever, but i have just started working on my new map after very very long brake from both starcraft and the editor, and i have stumbled upon thing i cant find way to solve...
Im creating new ability based on behavior buff and im trying to make it drain energy per second (like the ghost cloak etc), but when i look at the ghost cloak ability, only cost i find is the initial 25 energy... Nothing is on the "charge" field with its all "time" fields etc, so i guess its not that, so... where the heck is the sustaining cost over time? I have searched trough behavior itself also and cant find it there either.
Im tired like hell now, so i might be half-blind, but please point me to the place where its done in case i wont be able to find it tommorow when i will be fresh, working on it again.
With your current logic there must be enemies in 1 and no enemies in 2 since the AND logic means both validators must return true for the combine to do so.
Yes, basically enemies in range of siege cannon and no enemies in deadzone.
So it SHOULD return true if there would be enemies in range of 7, 9 or 12 units of distance from caster, but it dont for some reason.
I have validator "Combine" with type "And" that includes 2 Enumerate Area validators:
1. number of enemies in 12 range greater or equal to 1
2. number of enemies in range 2 less than or equal to 0
its my custom siege tank siege ability autocast, and it works when there is only the 1st validator, but when i set it to have this combined validator with "and" it prevents tank to morph to siege mode even tho there is no enemy in range (2) :/ Any idea why?
edit:
of course you can bypass it by switching the 2nd validator to like "caster not in combat", but still its mystery why the above ones wont work together :/ I think they should fix it cause its illogical (unless im to stupid to understund the other reason why its not working).
0
@Mille25: Go
Ahhh arrays... yeah i heard about it, and always thought "im gonna learn what they are later, when there will be need". Seems the time has come. Thanks a lot for pointing direction :)
0
Is there a way to set multiple global variables called for example:
name1
name2
name3
name4
and so on....
with a local variable "a" and a trigger "for each integer a"?
I mean there should be a way but when i click the variable in "set variable" trigger, it allows only for picking variable or custom script. Is there a chance for custom script like:
(CombineStrings("name",a))
to work in this case? Is the syntax ok? Im pretty lame makeshift of a programmer, but will need tones of global variables set, and copy-pasting and then changing numbers is a nightmare and as my friend said "lame". I dont want to be lame anymore :P
0
Its alive! its alive!! It works! You are genius :D For a while i even thought you were wrong cause i should first write "Portrait - " as first string, but when i checked the raw data its indeed unitnamePortrait as model name. People like you can inspire to learn so much in this editor. Huge thanks again mate! You deserve a beer.
0
@Talon0815: Go
Thanks a lot friend! Cant wait to finish work so i can try this one out. You are awesome, sir! :)
0
@Talon0815: Go
Ok seems im semi-blind atm due to being tired. Cause i cant figure a way to do what you just said :) Will try tommorow to do some more brainstorming. If you would be bored however i would be very thankfull if you would try to do it yourself and show how you managed to do it.
Thanks anyway.
0
I have several dialog portraits with model - portrait set to marine. What im trying to do is:
1. run a triggers that will set corresponding variables depending on what kind of unit player is controlling (and these will be changing) 2. then in other triggers i would like to use these variables to change the portrait shown in the dialog portraits.
Is it possible to use variables for that somehow? Or i need to do it all without variables?
I cant find a way to let the action "Set dialog item model" somehow reach the variable... dont even know which variable type i should use :S Seems there is no variable for that particular use, but maybe there is some workaround? I can store unit type in variable, but how make the "set dialog item model" somehow set the model portrait related with that unit type?
0
Hey guys. My first aproach to dialogs, and i have already (suprise suprise) encountered a problem :) My dialog item display itself UNDER the dialog background... Like if it would be on the bottom layer and the dialog would be on top layer... What do i do wrong? Here is the code for my test dialog:
Is there some trigger to change to move layers top/down?
edit: ok found a way: Dialog - Set port1 render type to LDR for (All players)
0
@SoulTaker916: Go
How should i do that? I played with it right now a bit but it didnt work.
0
I have been messing with the attack/move ability a bit, and so far i was able to:
- make allies attack each other automatically (scan filters)
- make allies unable to follow each other but instead click was ordering to move nearby
What i want to achieve however is this:
- allies dont attack each others with auto-attack, but can accidently atack each other by r.clicking on each other.
0
I have a testing trigger for my map which should allow me to reveal entire map and cancell that functionality.
When i type "map" while the global condition for it is set to 0 it reveals the map and confirms it with text message "maphack on" and set g.c to 1 - and that works, it reveals the map and says "maphack on"
When i type "map" while the global condition for it is set to 1 it should remove the revealer and say "maphack off" - and it works with the message, but it doesnt cover the map with black mask and fog as it should...
Whats wrong with it?
Thanks in advance.
p.s. offtopic do i need to use global variables for such triggers like i did here (i wasnt sure if local variable isnt the problem so i have used global)? Are the local variables for triggers reseted each time the triggering event tuns the trigger?
0
Hello.
I was trying to add 2 behaviors to single togglable ability. And it always turned on/off only the behavior that is added to the behaviors list as the first one (changing order on the list changed the ability functionality to execute only the 1st one on list). Is there some way to fix that? If 1 ability can have only 1 behavior then why there is a way to add more behaviors to the list?
0
@DuckyTheDuck: Go
oh god found it! :) Thanks mate.
0
Hello.
First of all, im sorry for the possibly most noob question ever, but i have just started working on my new map after very very long brake from both starcraft and the editor, and i have stumbled upon thing i cant find way to solve...
Im creating new ability based on behavior buff and im trying to make it drain energy per second (like the ghost cloak etc), but when i look at the ghost cloak ability, only cost i find is the initial 25 energy... Nothing is on the "charge" field with its all "time" fields etc, so i guess its not that, so... where the heck is the sustaining cost over time? I have searched trough behavior itself also and cant find it there either.
Im tired like hell now, so i might be half-blind, but please point me to the place where its done in case i wont be able to find it tommorow when i will be fresh, working on it again.
Appreciated, thanks in advance.
0
Yes, basically enemies in range of siege cannon and no enemies in deadzone.
So it SHOULD return true if there would be enemies in range of 7, 9 or 12 units of distance from caster, but it dont for some reason.
0
Hello there.
I have validator "Combine" with type "And" that includes 2 Enumerate Area validators:
1. number of enemies in 12 range greater or equal to 1
2. number of enemies in range 2 less than or equal to 0
its my custom siege tank siege ability autocast, and it works when there is only the 1st validator, but when i set it to have this combined validator with "and" it prevents tank to morph to siege mode even tho there is no enemy in range (2) :/ Any idea why?
edit: of course you can bypass it by switching the 2nd validator to like "caster not in combat", but still its mystery why the above ones wont work together :/ I think they should fix it cause its illogical (unless im to stupid to understund the other reason why its not working).