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    posted a message on Unloading Nydus Cargo problems

    Your nydus worms have no rally point since you are referring to variables that are set a few actions later. Otherwise your trigger should work and unload the zerglings next to it.

    Oh, and facing "Position of triggering unit" doesn't work aswell since you don't have a unit related event.

    Posted in: Triggers
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    posted a message on How to make can anti-block

    Ugh that was a tricky one... It seems it doesn't work because your two points for the pathing cost comparison are outside the maps bounds. Extend them or put the points inside and it will work :)
    Also, I saw some footprints were still on contour. I would reccomend to just set all Pathing Footprint and Pathing Footprint - Placement to Footprint 2x2.

    And on a side note, you don't need to copy everything when you duplicate units. Now you have a huge amount of abilities, movers, footprints, etc. (all that copycopyblablastuff) that are just not needed because they do the same as their origin abilities/movers/footprints/etc. and unnecessarily take away some space :P

    Posted in: Triggers
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    posted a message on How to make can anti-block

    EDIT:

    Quote:

    you will need to make sure your tower's footprint is something like "Footprint 1x1" NOT "Footprint 1x1 (Contour),"

    source

    I guess that's the problem.

    Posted in: Triggers
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    posted a message on How to make can anti-block

    Yes it should work then. The condition checks if point 2 is reachable by ground units from point 1, so if you connect all your waypoints with this conditions, everytime a building is trying to build that would block the units from point 1 to reach point 2, the building is destroyed.

    Posted in: Triggers
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    posted a message on Sell tower not working

    Have you tried using the event

            Unit - Any Unit uses Sell tower T1 at Generic6 - Complete stage (Ignore shared abilities)
    

    instead?
    Also have you tried to make the ability just a dummy ability and put the kill part inside the trigger instead?

    Posted in: Triggers
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    posted a message on How to make can anti-block

    There's a quite simple solution for this that instantly destroys any construction that would block the monster's path. Make a trigger that somehow looks like this:

    Events
            Unit - Any Unit construction progress is Started
    Conditions
            Or
                Conditions
                    (Pathing cost between (Center of spawnpoint 1) and (Center of Finish)) == 65536
                    (Pathing cost between (Center of spawnpoint 2) and (Center of Finish)) == 65536
                    //and so on for each spawnpoint or other point the units have to run through
                    //More complicated ways of course need all their waypoints being linked where a player could block between
    Actions
            Unit - Kill (Triggering progress unit)
            Player - Modify player (Owner of (Triggering progress unit)) Minerals: Add (Minerals cost of (Unit type of (Triggering progress unit)))
            UI - Display "Don't block!" for (Player group((Owner of (Triggering progress unit)))) to Subtitle area
    
    Posted in: Triggers
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    posted a message on Trying to make a different type of move ability

    You probably might want to take a look at this.

    Posted in: Data
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    posted a message on [GUI] Adding parameters to an existing function [Solved]

    The only way I could think of ATM (but that's not GUI though...) is saving the galaxy file that pops out when you try to save in a text document and replace all occurences of ", )" which are your unset parameters, by the value you want to have (you can get the functions default value's galaxy code by pressing ctrl+D in the trigger editor if it's a function/preset/variable. Oh and don't forget the gf_/gv_ prefix for functions and variables which are not displayed in the trigger editor ).
    You then save the map as SC2Components and open the galaxy file you find inside. Replace the conent by the code with the replacements, save it and reload the saved folder in the editor.

    Posted in: Triggers
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    posted a message on How to let a Unit attack with a specific Weapon?
    Quote:

    just remove all other weapons from the unit, save them in an array and give it back to the unit after the attack

    I could think of using catalog functions to get the Turret of a weapon like:
    (not exactly sure if the field value things are correct)

    turret[i] = CatalogFieldValueGet(c_gameCatalogUnit, u , "WeaponArray["+IntToString(i)+"].Turret", 1);
    weapon[i] = CatalogFieldValueGet(c_gameCatalogUnit, u , "WeaponArray["+IntToString(i)+"].Link", 1);
    

    and by this removing and adding the weapons to the unit.

    Posted in: Triggers
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    posted a message on [Concept] A real card game

    The engine is now finished for two players.
    Also made a video showing some stuff from a testmatch:

    Embed Removed: https://www.youtube.com/v/Iqx7jmU2_dY?fs=1
    Posted in: Project Workplace
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    posted a message on [Concept] A real card game

    Since I really like cardgames and I had a bit too much freetime the last days, I decided to make my own cardgame. But as I don't like the current concept of sc2's cardgames where units on small paths run from left to right, I wanted it to be more like a classical boardgame.
    It turned out to work quite like a Magic/Yugioh-mix and currently supports only 2 players (but teams are planned).

    Embed Removed: https://www.youtube.com/v/Iqx7jmU2_dY?fs=1


    So what you think about board-cardgames in SC2?
    Would you want to play such a game?

    Posted in: Project Workplace
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    posted a message on PointOffset as Real

    To get X and Y differece between two points you should use the function "X of Point"for both points and substract both values from each other. Same goes for "Y of Point". You could also save the distance and the angle ("Distance/Angle between points").

    Posted in: Triggers
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    posted a message on [Solved] Recalculate variable?

    Sure, just set the variables value again to the same term you used the first time and it will use the updated second variable.

    Posted in: Triggers
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    posted a message on Does the editor support pointers?

    I'm sure it works, I am using an actor variable in a map myself. I use the action "Kill Model" and set the parameter to my variable and it gets killed as it should.

    Posted in: Triggers
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    posted a message on Unitname contains...?

    If you have the word Nexus in the units ID aswell then you should try this: http://dl.dropbox.com/u/8159198/containsname.jpg

    Posted in: Triggers
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