Is there a way to allow players to choose a color in lobby, but to disable one of them? In my map RiskCraft there is a good deal of overlapping units on the map. This makes it difficult to see which troops are yours and which troops below to the color green. I'd like to prevent the color green from being chosen, but I can't figure out how to do that without forcing players into a color.
I've changed my plan a bit. As the abilities exact targeting is not critical, I used the camera position to select the point. I'm not sure how intuative it will be but...well if you want to see how it turned out, I've finally submitted it.
hmm, I guess I don't need that specifically. Lets see if I can be more general.
I'm looking for a means of requesting a map location via a user mouse click. Even if I can find a way to trigger an ability from a trigger, then use an ability with a targeted location.
hmm, I'd have to know a bit more about the map as a whole to be able to determine what I think is best. If the player only has those 6 marines in the whole map, you could use a 'unit is valid' condition. When the unit is valid is false, all of the marines are gone.
Alternatively you could make a global variable to count the marines that have died. From the any unit dies trigger, variable modify add 1 to the global variable, then once it reaches 6, create the zealot and reset the variable to 0.
one way to avoid a loop would be to use remove unit instead of kill unit. This will prevent the 'unit dies' event form going off. I'm not sure if that will fix it, but it may be worth a shot.
well as long as I'm not misunderstanding the question:
In order to print, say, an integer, you'll have to use a convert integer to text command in the text slot. From there you can print out the integer. There is a real to text as well. I hope this helps.
I'm looking at creating a mule drop type ability using a dialog button as a trigger for it. Unfortunately I can't figure out how to give the user a targeting cursor from inside a trigger. Anyone know how to do this?
I'm having trouble with a trigger checking if there are any enemies near a particular region. This action is one iteration of a loop.
region array is an array of regions
region owner is an array containing the owner of a region
i is the loop iterator
fortress is a structure that exists exactly once in each region, near the center.
No matter how small the radius, or what alliance setting I use, the statement never returns true, i.e., the set is never empty. I'm stumped here. Anyone have any ideas?
Comparison
Value 1: Units In Region With Alliance To Player
Region: Convert Circle To Region
Center: Center Of Region
Region: region array
Index 1: i
Radius: 1.0 --25.0 in live code
Alliance: Any Exclude Self
Player: Owner Of Unit
Unit: Closest Unit To Point
Point: Center Of Region
Region: region array
Index 1: i
Group: Units In Region Matching Condition
Unit Type: Fortress
Region: region array
Index 1: i
Player: region owner --added as a test, should be redundant
Index 1: i
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Operator: ==
Value 2: Empty Unit Group
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Is there a way to allow players to choose a color in lobby, but to disable one of them? In my map RiskCraft there is a good deal of overlapping units on the map. This makes it difficult to see which troops are yours and which troops below to the color green. I'd like to prevent the color green from being chosen, but I can't figure out how to do that without forcing players into a color.
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@PMurph:
there is an integer "experience level of unit"
I forgot whether it returns unit level or experience, but hopefully that will help you.
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@s3rius:
I've changed my plan a bit. As the abilities exact targeting is not critical, I used the camera position to select the point. I'm not sure how intuative it will be but...well if you want to see how it turned out, I've finally submitted it.
http://www.sc2mapster.com/maps/risk-rts/
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hmm, I guess I don't need that specifically. Lets see if I can be more general.
I'm looking for a means of requesting a map location via a user mouse click. Even if I can find a way to trigger an ability from a trigger, then use an ability with a targeted location.
0
@PBobbert:
hmm, I'd have to know a bit more about the map as a whole to be able to determine what I think is best. If the player only has those 6 marines in the whole map, you could use a 'unit is valid' condition. When the unit is valid is false, all of the marines are gone.
Alternatively you could make a global variable to count the marines that have died. From the any unit dies trigger, variable modify add 1 to the global variable, then once it reaches 6, create the zealot and reset the variable to 0.
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@hardtofi:
hmm, I haven't worked much with this, but it seems like filtering out uncontrollable units may prevent the resources from dying.
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@PBobbert:
one way to avoid a loop would be to use remove unit instead of kill unit. This will prevent the 'unit dies' event form going off. I'm not sure if that will fix it, but it may be worth a shot.
0
@onimenoenishi:
well as long as I'm not misunderstanding the question:
In order to print, say, an integer, you'll have to use a convert integer to text command in the text slot. From there you can print out the integer. There is a real to text as well. I hope this helps.
0
I'm looking at creating a mule drop type ability using a dialog button as a trigger for it. Unfortunately I can't figure out how to give the user a targeting cursor from inside a trigger. Anyone know how to do this?
0
@ChromiumBoy:
it worked, I was able to run a few layers of it to give a quantitative threat level assessment as well.
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When testing one of my maps for an hour or so I got an interesting error message.
Trigger Error :{trigger name}
Can not start Start Starcraft II.
e_referenceTableFull
Then all the triggers stopped working.
Has anyone else had this problem before? I've done some searching and found no reference to this error message.
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@ChromiumBoy:
huh, yeah, that should work. I could probably work in a unit counter to the enemy unit group as a threat level indicator too. Thanks for your help.
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@ChromiumBoy:
its pre-placed
the regions are static as well, no motion through triggers.
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I'm having trouble with a trigger checking if there are any enemies near a particular region. This action is one iteration of a loop.
region array is an array of regions
region owner is an array containing the owner of a region
i is the loop iterator
fortress is a structure that exists exactly once in each region, near the center.
No matter how small the radius, or what alliance setting I use, the statement never returns true, i.e., the set is never empty. I'm stumped here. Anyone have any ideas?
Comparison
Value 1: Units In Region With Alliance To Player
Region: Convert Circle To Region
Center: Center Of Region
Region: region array
Index 1: i
Radius: 1.0 --25.0 in live code
Alliance: Any Exclude Self
Player: Owner Of Unit
Unit: Closest Unit To Point
Point: Center Of Region
Region: region array
Index 1: i
Group: Units In Region Matching Condition
Unit Type: Fortress
Region: region array
Index 1: i
Player: region owner --added as a test, should be redundant
Index 1: i
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Unit Filter: Excluded: Missile, Dead, Hidden
Count: Any Amount
Operator: ==
Value 2: Empty Unit Group
0
@Lucavious:
I figured as much, I'll probably just leave it sit then. It shouldn't be a critical issue. Ah well, thanks for replying.