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.
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.
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.
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
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.
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.
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.
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.
EventDialog-AnyDialogItemisClickedbyPlayer1ActionsVariable-SetPlayer1Ready=trueUI-Display((Text(Nameofplayer(Triggeringplayer))withcolor(Color((Currentplayer(Triggeringplayer)color))))+" is Ready!")for(Allplayers)toChatarea
This trigger will run when ever player 1 clicks a dialog item and will set the Player 1 Ready boolean variable to true.
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-StartWaveTimerasaOneShottimerthatwillexpirein120.0RealTimesecondsTimer-CreateatimerwindowforWaveTimer,withthetitle"Time Until Next Wave:",usingRemainingtime(initiallyVisible)
You first need to create a Global Variable as a Timer, mine is called "Wave Timer." This will be referenced later for spawning waves.
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.
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.
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.
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.
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The "Unit in region matching condition" is one of the most helpful comparison conditions I've seen,
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@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.
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Has anyone been able to modify the repair rate of the Fire-Suppression System? If you have been able to, please explain how. Thanks.
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@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.
0
@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.
0
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.
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
0
that sure was an easy fix lol, thanks guys :D
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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.
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.
0
could you provide screenshots, or be more descriptive, of what exactly is referencing the standard weapon? I can't find it. Thanks.
0
@canichols2: Go
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.
This trigger will run when ever player 1 clicks a dialog item and will set the Player 1 Ready boolean variable to true.
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.
You first need to create a Global Variable as a Timer, mine is called "Wave Timer." This will be referenced later for spawning waves.
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.
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.
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@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.
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@goofoffjw: Go
can be used for command center, medivac, overlords, warp prism.
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@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.