From what I understand, SC2 editor does not support multiple threads. The problem you are describing, from a programming standpoint, seems as if you want function A to stop execution of function B, which sounds a lot like threads.
As previously posted, you may want to rethink your code structure for this. Instead of having the trigger that spawned the hostile units Wait() until they die, create another trigger that activates once they are dead. You might need to have a variable that lets you know when the death checking trigger should activate (if unitsspawned == true AND they are dead, for example) because it might fire off before the hostiles are even spawned if it has no conditions.
The ideal solution would be to create a dynamic trigger that starts checking if the hostiles are dead. This trigger would be created after they have been created in the spawn trigger. (This can only be done in galaxy scripts)
Tips popup above the command card, while cheats do not but in the Help menu cheats have to be clicked on to view their description.
How can I create a tip that doesn't pop up above the command card but shows its description in the Help menu immediately?
I got the Teams button to go away by changing my 'Teams' from '2 Teams' to '4 v 4'.
Only thing left now is a Mode button that only shows 4v4. Every arcade map I've looked at has this 'Mode' button no matter what so I'm assuming this one can't be removed.
I've edited my Game Variants to have only 1 variant marked as default, and everything is locked into place accordingly. However, the lobby on bnet for my map still shows these 2 useless settings. The mode drop-down only shows 4v4 which is what I want, and the team drop down shows all team settings but choosing one of them has no effect which is what I want (2 teams only).
Question being: How do I just hide these lobby options entirely?
I'm just wondering if someone can take the Castanar Skybox model and alter it so it doesn't have the planet and sunflare behind the planet? I love the blue-tint nexus gas and star layout/animation just fine, I just want the planet gone.
Well I got this working! The key was making a "New Custom Script" object in the trigger editor. From there, I could click on the little 0101 green icon and start coding my script and it will be in my map.
I'm just kidding, the title is a joke. I'm a programmer and am (now) familiar with galaxy script. I just have one question about how the script ultimately links into my map. I use Starcraft 2's map editor to write/compile the script and all I'm given is the option to Export it. I want to script my map 100% and skip the trigger editor interface entirely. How do I make my map use my custom script?
Is there a way to have the little hint boxes popup in your custom map like they do in the campaign? Where you click them and it takes you to a big dialog box that explains the new units you got for that map and such?
And I'm sorry to have to ask this question. I would search, but using "guide" "tutorial" or "hint" is just giving me general galaxy editor tutorials, not this specific thing I'm talking about :)
Thanks!
PS - I'm new to galaxy editor, but I have a programming background and extensive starcraft 1 editor experience. As a side question, is there an inteface in the galaxy editor that lets me create triggers strictly programmatically through an API?
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@zeldarules28: Go
Thanks! I noticed the clear tips trigger while I was poking around. While either will work, I think I'll go with hiding the tip panel entirely.
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@Demtrod: Go
From what I understand, SC2 editor does not support multiple threads. The problem you are describing, from a programming standpoint, seems as if you want function A to stop execution of function B, which sounds a lot like threads.
As previously posted, you may want to rethink your code structure for this. Instead of having the trigger that spawned the hostile units Wait() until they die, create another trigger that activates once they are dead. You might need to have a variable that lets you know when the death checking trigger should activate (if unitsspawned == true AND they are dead, for example) because it might fire off before the hostiles are even spawned if it has no conditions.
The ideal solution would be to create a dynamic trigger that starts checking if the hostiles are dead. This trigger would be created after they have been created in the spawn trigger. (This can only be done in galaxy scripts)
0
Tips popup above the command card, while cheats do not but in the Help menu cheats have to be clicked on to view their description.
How can I create a tip that doesn't pop up above the command card but shows its description in the Help menu immediately?
0
I got the Teams button to go away by changing my 'Teams' from '2 Teams' to '4 v 4'.
Only thing left now is a Mode button that only shows 4v4. Every arcade map I've looked at has this 'Mode' button no matter what so I'm assuming this one can't be removed.
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I only have one item in the Variant list
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@Enexy: Go
Locked Alliances is Yes and Hidden
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I've edited my Game Variants to have only 1 variant marked as default, and everything is locked into place accordingly. However, the lobby on bnet for my map still shows these 2 useless settings. The mode drop-down only shows 4v4 which is what I want, and the team drop down shows all team settings but choosing one of them has no effect which is what I want (2 teams only).
Question being: How do I just hide these lobby options entirely?
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How can you find out the map dimensions of a published, locked battle.net custom map? (Other than looking at the minimap and guessing)
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I'm just wondering if someone can take the Castanar Skybox model and alter it so it doesn't have the planet and sunflare behind the planet? I love the blue-tint nexus gas and star layout/animation just fine, I just want the planet gone.
Image for reference:
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Is there an update to this? I get errors when I try to use -save or -load from the front page download link. -example still works, though
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@soulzek: Go
Well I got this working! The key was making a "New Custom Script" object in the trigger editor. From there, I could click on the little 0101 green icon and start coding my script and it will be in my map.
0
I'm just kidding, the title is a joke. I'm a programmer and am (now) familiar with galaxy script. I just have one question about how the script ultimately links into my map. I use Starcraft 2's map editor to write/compile the script and all I'm given is the option to Export it. I want to script my map 100% and skip the trigger editor interface entirely. How do I make my map use my custom script?
0
Thanks!
0
Is there a way to have the little hint boxes popup in your custom map like they do in the campaign? Where you click them and it takes you to a big dialog box that explains the new units you got for that map and such?
And I'm sorry to have to ask this question. I would search, but using "guide" "tutorial" or "hint" is just giving me general galaxy editor tutorials, not this specific thing I'm talking about :)
Thanks!
PS - I'm new to galaxy editor, but I have a programming background and extensive starcraft 1 editor experience. As a side question, is there an inteface in the galaxy editor that lets me create triggers strictly programmatically through an API?