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    posted a message on ok please help with this trigger, what am i doing wrong?
    Event:         Unit - Any Unit dies
    Condition: 
      Comparison
        Value 1: Number Of Units In Unit Group
            Type: Living
            Unit Group: Units In Region Matching Condition
                Unit Type: Immortal
                Region: Entire Map
                Player: 1
                Unit Filter: Excluded: Missile, Dead, Hidden
                Count: Any Amount
        Operator: ==
        Value 2: 0
    Event:
      Create Units Facing Point
        Count: 4
        Type: SCV
        Player: 1
        Point: Start Location 001
        Facing: Position Of Unit
            Unit: Triggering Unit
        Flags: No Options
    

    The "Unit in region matching condition" is one of the most helpful comparison conditions I've seen,

    Posted in: Miscellaneous Development
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    posted a message on ok please help with this trigger, what am i doing wrong?

    @Vlaks: Go

    Posting your actual triggers goes a long way in helping us figure out what you're trying to do and where the problem is.

    Posted in: Miscellaneous Development
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    posted a message on Fire-Suppression System repair rate

    Has anyone been able to modify the repair rate of the Fire-Suppression System? If you have been able to, please explain how. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard help

    @SplatPudge: Go

    I was able to work around the problem by allying player 1 with player 6, player 2 with player 7, player 2 with player 8, and player 4 with player 9. I then changed the triggers to show the leaderboard to allies of player 6 which then made it show up for only player 1, etc for the other 3 players, same work around can be used for timer windows.

    Posted in: Miscellaneous Development
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    posted a message on Command Card Issue

    @DrPainZ: Go

    What i did was put the dependencies in this order, Liberty Story (Campaign), Liberty (Campaign), Liberty (Mod), Liberty Multi (Mod). Make sure you keep a back up of your map before doing this, it could cause some problems. What this will do is put all the stuff in the campaign as default in your barracks, factory and starport. You may need to add in Specter and Science Vessels. You can do it the same way you add in any unit to a building. Or you can take out the units you don't need/want.

    Posted in: Miscellaneous Development
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    posted a message on Leaderboard help

    Hi, I'm trying to have 4 active leaderboards that are only visible by certain players. Here is the current trigger work I am using. I have another trigger set to have all players treat each other as Enemy with Shared Vision.

        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Leaderboard - Create a leaderboard with 2 columns and 1 rows, with the name "Player Ammo", and using (100%, 100%, 100%) color.
            Variable - Set AmmobaordP1 = (Last created leaderboard)
            Leaderboard - Set AmmobaordP1 item text at column 1 and row 1 to (Name of player 1)
            Leaderboard - Set AmmobaordP1 item background color at column 1 and row 1 to (Color((Current player 1 color)))
            Leaderboard - Set AmmobaordP1 item text at column 2 and row 1 to "0"
            Leaderboard - Create a leaderboard with 2 columns and 1 rows, with the name "Player Ammo", and using (100%, 100%, 100%) color.
            Variable - Set AmmobaordP2 = (Last created leaderboard)
            Leaderboard - Set AmmobaordP2 item text at column 1 and row 1 to (Name of player 2)
            Leaderboard - Set AmmobaordP2 item background color at column 1 and row 1 to (Color((Current player 2 color)))
            Leaderboard - Set AmmobaordP2 item text at column 2 and row 1 to "0"
            Leaderboard - Create a leaderboard with 2 columns and 1 rows, with the name "Player Ammo", and using (100%, 100%, 100%) color.
            Variable - Set AmmobaordP3 = (Last created leaderboard)
            Leaderboard - Set AmmobaordP3 item text at column 1 and row 1 to (Name of player 3)
            Leaderboard - Set AmmobaordP3 item background color at column 1 and row 1 to (Color((Current player 3 color)))
            Leaderboard - Set AmmobaordP3 item text at column 2 and row 1 to "0"
            Leaderboard - Create a leaderboard with 2 columns and 1 rows, with the name "Player Ammo", and using (100%, 100%, 100%) color.
            Variable - Set AmmobaordP4 = (Last created leaderboard)
            Leaderboard - Set AmmobaordP4 item text at column 1 and row 1 to (Name of player 4)
            Leaderboard - Set AmmobaordP4 item background color at column 1 and row 1 to (Color((Current player 4 color)))
            Leaderboard - Set AmmobaordP4 item text at column 2 and row 1 to "0"
            Leaderboard - Hide all leaderboards for (All players)
            Show AmmobaordP1 for (Allies of player 1)
            Show AmmobaordP2 for (Allies of player 2)
            Show AmmobaordP3 for (Allies of player 3)
            Show AmmobaordP4 for (Allies of player 4)
    

    What all that does for me right now is, makes 4 leader boards that all 4 players can see. Any insight as to what I'm doing wrong is greatly appreciated. Thanks

    Posted in: Miscellaneous Development
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    posted a message on Fastest way to transfer control of all units to player

    that sure was an easy fix lol, thanks guys :D

    Posted in: Miscellaneous Development
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    posted a message on Fastest way to transfer control of all units to player

    I'm trying to transfer control of all units owned by Player 1 to Player 5, as fast as possible. For whatever reason there is no, "Transfer control of all units owned by Player 1 to Player 5." This is the current setup I'm using.

                        Then
                            Variable - Set Player 1 ammo = 0
                            Leaderboard - Set Ammobaord item text at column 2 and row 1 to (Text(Player 1 ammo))
                            Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                                Actions
                                    Unit - Change ownership of (Picked unit) to player 5 and Change Color
                                    General - Wait 5.0 Real Time seconds
                                    Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
    

    At the time that that runs, it only gets about 110 of the units before the game ends. I could obviously increase the time before game end, but I would rather have the control transfer be instant. Thanks for any input.

    Posted in: Miscellaneous Development
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    posted a message on muzzle fire problem
    Quote from BrotherLaz: Go

    I solved it.

    AMPatternThor (launch query in the attack actor) also has a reference to the standard weapon in it. Clone the attachment method, edit the driver, done.

    could you provide screenshots, or be more descriptive, of what exactly is referencing the standard weapon? I can't find it. Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Button for Sending Wave

    @canichols2: Go

    Actions
            Dialog - Create a Modal dialog of size (160, 100) at (10, 450) relative to Top Right of screen
            Dialog - Create a Button for Dialog (Last created dialog) with the dimensions (90, 45) anchored to Center with an offset of (0, -3) setting the tooltip to "" with button text "Ready!" and the hover image set to ""
            Dialog - Show (Last created dialog) for (All players)
    


    That will create a button. You then need to create a Global Variable as a Boolean, mine is called Player 1 Ready. You will also need to create a Global Variable as a boolean called "isSpawning". Create a new trigger.

        Event
            Dialog - Any Dialog Item is Clicked by Player 1
        Actions
            Variable - Set Player 1 Ready = true
            UI - Display ((Text (Name of player (Triggering player)) with color (Color((Current player (Triggering player) color)))) + " is Ready!") for (All players) to Chat area
    


    This trigger will run when ever player 1 clicks a dialog item and will set the Player 1 Ready boolean variable to true.

        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
        Conditions
            (Controller of player 2) == None
            (Controller of player 3) == None
            (Controller of player 4) == None
            Player 1 is ready == true
        Actions
            Trigger - Run Infested Terran 1  (Check Conditions, Don't Wait until it finishes)
    


    This trigger will check every 1 second of game time if the Player 1 Ready boolean variable is true. (this is from my map which is set for 4 players but this trigger is for if only player 1 is in the game) the action will run another trigger i have set to spawn a wave of units.

            Timer - Start Wave Timer as a One Shot timer that will expire in 120.0 Real Time seconds
            Timer - Create a timer window for Wave Timer, with the title "Time Until Next Wave:", using Remaining time (initially Visible)
    

    You first need to create a Global Variable as a Timer, mine is called "Wave Timer." This will be referenced later for spawning waves.

        Events
            Timer - Wave Timer expires
        Actions
            Timer - Restart Wave Timer
            Timer - Pause Wave Timer
            Variable - Set isSpawning = true
            Variable - Set Player 1 Ready = false
            Unit - Create 15 Infested Terran (From Terran Infestation Rupture) for player 6 at (Random point in Bottom West Spawn) using point facing (No Options)
            Unit - Order all units in (Last created units) to ( Attack targeting (Random point in Attack Region 1)) (After Existing Orders)
    

    This trigger runs when the "Wave Timer" expires or when the Dialog button is pressed. The actions will reset the timer back to 120.0 seconds and will pause it. It will reset the Player 1 Ready variable to false and the isSpawning variable to true.

        Events
            Timer - Every 2.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in (Any units in player 6 no units owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                    isSpawning == true
                Then
                    Timer - Restart Wave Timer
                    Variable - Set isSpawning = false
    

    This trigger checks for the conditions every 2.0 seconds of game time. If the "isSpawning" variable is true and there are no units controlled by the attacking wave computer(player 6), it will restart the "Wave Timer" and set the "isSpawning" variable to false.

    What this looks like in game is:
    Timer starts at 120.0 and there is a button that says "Ready!"
    if the button is pressed, the Infested Terran 1 wave will attack.
    as soon as that wave is spawned, the timer will be reset to 120.0 and paused there.
    When there are no units left controlled by the attacking computer, the timer will start counting down from 120.0
    I have multiple waves set up in my map, so if the timer reaches 0, or you press the "Ready!" button, the next wave will spawn

    I think i covered everything that creates a usable button and timer. Let me know if you have any questions.

    Posted in: Miscellaneous Development
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    posted a message on 90% of CUSTOM games Unplayable due to Lag/Latency

    @BudSMoken: Go

    Every custom game I've played today has lagged, but when the laggers leave, it clears up. Seems like people are running their graphics too high, not having the computer to handle the map they're playing, have a garbage connection, or all 3.

    Posted in: Miscellaneous Development
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    posted a message on Starting units loaded in a transport/command center

    @goofoffjw: Go

            Unit - Order Bunker [44.50, 25.50] to (Bunker - Load (Bunker) Marine [46.37, 26.15]) (Replace Existing Orders)
            Unit - Order Bunker [44.50, 25.50] to (Bunker - Load (Bunker) Marine [46.28, 25.37]) (After Existing Orders)
            Unit - Order Bunker [44.50, 25.50] to (Bunker - Load (Bunker) Marine [47.04, 25.41]) (After Existing Orders)
            Unit - Order Bunker [44.50, 25.50] to (Bunker - Load (Bunker) Marine [47.14, 26.16]) (After Existing Orders)
            Unit - Order Bunker [53.50, 25.50] to (Bunker - Load (Bunker) Marine [50.85, 25.87]) (Replace Existing Orders)
            Unit - Order Bunker [53.50, 25.50] to (Bunker - Load (Bunker) Marine [50.94, 25.07]) (After Existing Orders)
            Unit - Order Bunker [53.50, 25.50] to (Bunker - Load (Bunker) Marine [51.75, 25.75]) (After Existing Orders)
            Unit - Order Bunker [53.50, 25.50] to (Bunker - Load (Bunker) Marine [51.76, 24.97]) (After Existing Orders)
    

    can be used for command center, medivac, overlords, warp prism.

    Posted in: Miscellaneous Development
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    posted a message on muzzle fire problem

    @JeffQ: Go

    I have the same problem. The right hand cannon has 2x muzzle flashes and the left has none, the sound, and everything else is perfect. Just need to somehow assign them to separate arms.

    Posted in: Miscellaneous Development
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