Map Initialization
Variable - Set Morning Region[1] = Morning - Position 1
Variable - Set Morning Region[2] = Morning - Position 2
Variable - Set Morning Region[3] = Morning - Position 3
Variable - Set Morning Region[4] = Morning - Position 4
Reset Position
General - For each integer A from 1 to 4 with increment 1, do (Actions)
Actions
Unit - Move Participant[A] instantly to (Center of Morning Region[A]) (No Blend)
Okay, I have a trigger that fires those line of triggers to reset the positions of some units to a specific region, however it doesn't seem to be working. Here's the error in the debugger:
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'point' from parameter in 'UnitSetPosition' (value: 65535)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
It sounds like the variables aren't declared at all, even though it is.
I don't think it works. I copied the map, did everything you said and then saved. I then copy the map again and replaced the dependency in that map to test, but I can't find the imported files and I don't think it changed anything.
Quote from dgh64:
Copy the map. In the copy, remove ALL terrain, doodads, units, points, and regions. The terrain editor should have nothing on it, just a single, solid texture all over. Save.
Then go change the file extension from "SC2Map" to "SC2Mod".
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Okay, so I sort of messed up how I was going to make my map and realized it a little late. I was going to create a mod of the things I wanted in my map to relief map file size, but I accidently added and created the stuff IN my map. Is there anyway to strip the dependency out of the map and convert it into a mod and I can just reinsert the mod as a dependency?
1)
There is a function in the editor for that, so you don't need to use catalog:
Set Variable: Price = (Minerals cost of Marine)
It's called Unit Type Cost and is labeled under Unit.
2)
You can't. Trigger editor also lacks the capability to do so.
There's a bug with the "get unit cost" function where if you did not set that unit to have been buyable/trainable in a building through an ability, the value always return as 0.
Hey guys! I got two questions with triggers this time.
1) How would I use triggers with catalog to get a unit price / cost?
2) How can I create a cinematic fade for specific players? The trigger in the editor lack player selection...
Quote from Paladia:
I assume map size (huge) is a problem. Since the snes is just running on a 256x224 resolution, would it be viable to reduce the size of everything and have it zoomed in?
As for the sprites, you can always use public domain ones, such as http://www.panelmonkey.org/category.php?id=4 or the ones based on Blizzard's earlier SNES titles. Not much RPGs there though (apart from that one crappy LOTR game they ported).
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If we could modify the sc2 galaxy editor grid/pathing size...
I don't know about items, but if they do work like units, you must know that cost is referenced through 2 fields : one in unit tab, and one in the ability that makes it available.
Example : the unit Marine and the ability Barrack (train) both use a field to define marine's cost. And they both work and stack.
I know, but for some reason if I were not to add the item into buying/training, and if I were to use the trigger to get the unit cost, it would come out as 0. I'm only bypassing it by creating a training ability that has all the items I wanted to show.
I'm trying to create a trigger that displays the cost of items when selected. The cost has been already set for the unit being the item, but for some reason the value is returning as 0. Does anyone know why?
For some reason when I put it into some kind of buying / training ability, then it wouldn't do that.
0
Map Initialization
Variable - Set Morning Region[1] = Morning - Position 1
Variable - Set Morning Region[2] = Morning - Position 2
Variable - Set Morning Region[3] = Morning - Position 3
Variable - Set Morning Region[4] = Morning - Position 4
Reset Position
General - For each integer A from 1 to 4 with increment 1, do (Actions)
Actions
Unit - Move Participant[A] instantly to (Center of Morning Region[A]) (No Blend)
Okay, I have a trigger that fires those line of triggers to reset the positions of some units to a specific region, however it doesn't seem to be working. Here's the error in the debugger:
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'point' from parameter in 'UnitSetPosition' (value: 65535)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
00:00:00.00 Trigger Error in 'gt_ResetPosition_Func': Could not get 'region' from parameter in 'RegionGetCenter' (value: 0)
It sounds like the variables aren't declared at all, even though it is.
0
I don't think it works. I copied the map, did everything you said and then saved. I then copy the map again and replaced the dependency in that map to test, but I can't find the imported files and I don't think it changed anything.
0
Quote from dgh64:
Copy the map. In the copy, remove ALL terrain, doodads, units, points, and regions. The terrain editor should have nothing on it, just a single, solid texture all over. Save.
Then go change the file extension from "SC2Map" to "SC2Mod".
----
Thanks for replying, I'll see if this work!
0
Okay, so I sort of messed up how I was going to make my map and realized it a little late. I was going to create a mod of the things I wanted in my map to relief map file size, but I accidently added and created the stuff IN my map. Is there anyway to strip the dependency out of the map and convert it into a mod and I can just reinsert the mod as a dependency?
0
There's a bug with the "get unit cost" function where if you did not set that unit to have been buyable/trainable in a building through an ability, the value always return as 0.
0
Bump
0
bump again.
0
Nobody has an answer to this for 2 whole days now?
0
Bump
0
@DarkForce9999:
Bump
0
Bump
0
Hey guys! I got two questions with triggers this time.
1) How would I use triggers with catalog to get a unit price / cost?
2) How can I create a cinematic fade for specific players? The trigger in the editor lack player selection...
0
Quote from Paladia:
I assume map size (huge) is a problem. Since the snes is just running on a 256x224 resolution, would it be viable to reduce the size of everything and have it zoomed in?
As for the sprites, you can always use public domain ones, such as http://www.panelmonkey.org/category.php?id=4 or the ones based on Blizzard's earlier SNES titles. Not much RPGs there though (apart from that one crappy LOTR game they ported).
----
If we could modify the sc2 galaxy editor grid/pathing size...
0
I know, but for some reason if I were not to add the item into buying/training, and if I were to use the trigger to get the unit cost, it would come out as 0. I'm only bypassing it by creating a training ability that has all the items I wanted to show.
0
I'm trying to create a trigger that displays the cost of items when selected. The cost has been already set for the unit being the item, but for some reason the value is returning as 0. Does anyone know why?
For some reason when I put it into some kind of buying / training ability, then it wouldn't do that.