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    posted a message on Unit A in range of Unit B => Unit A dies

    I tried to do what you told me to do but somewhere I must have messed up. Could someone have a look and let me know?

    Posted in: Data
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    posted a message on MageCraft - Physics based Spell Battles!

    Maybe it's my memory that makes out Warlock better than it was but I do think Warlock was better in some aspects. Perhaps you should go back to Warcraft III to get some ideas what could be better. By the way, why not add custom modes where you have unlimited rounds and change mineral income and such?

    Posted in: Map Feedback
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    posted a message on Attacking a unit gives you money?
    Quote from Bareleon: Go

    Just two more questions:

    How do I make it so SCVs cannot build any other building but one?

    How do I increase a unit's size? I dont want it to be able to go down the ramps.

    You can modify the SCVs command card in data editor.

    You change the footprint I believe.

    Posted in: Triggers
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    posted a message on Unit A in range of Unit B => Unit A dies

    Hey everyone,

    I would like to make an aura/behavior/whatever which kills any Drone in range of 1 or less from a Scantipede. I've been trying to make it with a trigger but have completely given up on that idea, so I've decided to start playing around with Data editor which is basically completely new to me. I think I need a search effect and a damage effect with kill flag or something like this, but due to my lack of experience I have no idea what to do or how to link up these things so I'm wondering if anyone's willing to help out. Any help would be greatly appreciated.

    Posted in: Data
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    posted a message on Issue with Unit Enters/Leaves Range of Unit

    Bump. I'm having issues with the same event. It doesn't trigger at all.

    Unit Enters/Leaves Range Of Unit

    Unit - Any Unit Enters a distance of 1.0 from (Closest unit to (Position of (Triggering unit)) in (Egg units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, with at most Any Amount))

    (Unit type of (Triggering unit)) == Drone

    I know I can do it with data, but I want to be able to do it with triggers as well.

    Posted in: Miscellaneous Development
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    posted a message on Unit Dies Error

    Quest Values[(Owner of (Triggering unit))][1][1] == 1 was the incorrect line, changed to

    Quest Values[(Owner of (Killing Unit))][1][1] == 1 and it works fine now.

    I consider this thread resolved. Thanks everyone.

    Posted in: Triggers
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    posted a message on Unit Dies Error
    Quote from FunkyUserName: Go

    also sexual ones?

    the wall of text is not readable. right click on actions, copy as text and past into here. but from the pictures i can tell that the third condition (quest value [owner of triggering unit][][]) is out of bounds. because owner of triggering player is 15 and the array just goes till 4

    Thank you Funky. I changed the array to 15 and now I'm not getting any error anymore. My quest is still bugged though, I'm not getting any kills for some reason.

    Here's the copy as text:

    Quest 1 Zerglings (Update 1)

    Events

    Unit - Any Unit dies

    Local Variables

    Conditions

    And

    Conditions

    (Owner of (Triggering unit)) == 15

    (Unit type of (Triggering unit)) == Zergling

    Quest Values[(Owner of (Triggering unit))][1][1] == 1

    ((Killing unit) is Required: Heroic; Excluded: Missile, Dead, Hidden for player (Owner of (Killing unit))) == True

    Actions

    Unit Group - Pick each unit in (Any units in (Region((Position of (Triggering unit)), 10.0)) owned by player Any Player matching Required: Heroic; Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions

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

    If

    Quest Values[(Owner of (Picked unit))][1][1] == 1

    Then

    Variable - Modify Quest Values[(Owner of (Picked unit))][1][2]: - 1

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

    If

    Quest Values[(Owner of (Picked unit))][1][2] <= 0

    Then

    Variable - Set Quest Values[(Owner of (Picked unit))][1][1] = 0

    UI - Display "Report back to the Mothership Core!" for (Player group((Owner of (Picked unit)))) to Subtitle area

    Objective - Set Quests[(Owner of (Picked unit))][1] text to "Report back to the Mothership Core!"

    Text Tag - Set Text color(s) for Quest Tags[(Owner of (Picked unit))][1] to (100%, 100%, 0%)

    Variable - Set Quest Values[(Owner of (Picked unit))][1][3] = 1

    General - Skip remaining actions

    Else

    UI - Display ((Text(Quest Values[(Owner of (Picked unit))][1][2])) + " Zerglings left.") for (Player group((Owner of (Picked unit)))) to Subtitle area

    Objective - Set Quests[(Owner of (Picked unit))][1] text to ("Kill " + ((Text(Quest Values[(Owner of (Picked unit))][1][2])) + " Zerglings"))

    Else

    Posted in: Triggers
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    posted a message on Unit Dies Error

    Hi guys, I started mapmaking a few days ago so please to use the most basic language possible to explain. I've been following tutorials on YouTube ( in this one)

    I've encountered an error recently that I don't know how to fix. I've looked through the videos plenty of times and googled and searched on this site with no results.

    When I kill a zergling a trigger runs and I get an error saying that something near line 131 seems to be incorrect. It says I'm trying to access an element past the end of an array.

    Zergling Dies

    This is what the trigger looks like:

    Trigger

    Trigger: Quest 1 Zerglings (Update 1) -------------------- bool gt_Quest1ZerglingsUpdate1_Func (bool testConds, bool runActions) { Conditions if (testConds) { if (!(((UnitGetOwner(EventUnit()) == 15) && (UnitGetType(EventUnit()) == "Zergling") && (gv_questValues[UnitGetOwner(EventUnit())][1][1] == 1) && (UnitFilterMatch(libNtve_gf_KillingUnit(), UnitGetOwner(libNtve_gf_KillingUnit()), UnitFilter((1 << c_targetFilterHeroic), 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32)))) == true)))) { return false; } }

    Actions if (!runActions) { return true; }

    UnitGroupLoopBegin(UnitGroup(null, c_playerAny, RegionCircle(UnitGetPosition(EventUnit()), 10.0), UnitFilter((1 << c_targetFilterHeroic), 0, (1 << c_targetFilterMissile), (1 << (c_targetFilterDead - 32)) | (1 << (c_targetFilterHidden - 32))), 0)); for ( ; !UnitGroupLoopDone() ; UnitGroupLoopStep() ) { if ((gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][1] == 1)) { gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][2] -= 1; if ((gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][2] <= 0)) { gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][1] = 0; UIDisplayMessage(PlayerGroupSingle(UnitGetOwner(UnitGroupLoopCurrent())), c_messageAreaSubtitle, StringExternal("Param/Value/E4FAB414")); ObjectiveSetName(gv_quests[UnitGetOwner(UnitGroupLoopCurrent())][1], StringExternal("Param/Value/EB6ACEAA")); TextTagSetColor(gv_questTags[UnitGetOwner(UnitGroupLoopCurrent())][1], c_textTagColorText, Color(100.00, 100.00, 0.00)); gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][3] = 1; return true; } else { } UIDisplayMessage(PlayerGroupSingle(UnitGetOwner(UnitGroupLoopCurrent())), c_messageAreaSubtitle, (IntToText(gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][2]) + StringExternal("Param/Value/EB0A1485"))); ObjectiveSetName(gv_quests[UnitGetOwner(UnitGroupLoopCurrent())][1], (StringExternal("Param/Value/5E6B86E5") + (IntToText(gv_questValues[UnitGetOwner(UnitGroupLoopCurrent())][1][2]) + StringExternal("Param/Value/CBF947ED")))); } else { } } UnitGroupLoopEnd(); return true; }

    Any help would be greatly appreciated.

    On a sidenote, are there any mapmaking for beginners out there? I'd love to be able to join a teamspeak server with knowledgeable map makers whom I could return favors for in other ways (beta testing/whatever).

    Posted in: Triggers
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