• 0

    posted a message on Need testers for New Spine Crawler D

    I've remade the New Spine Crawler Defense map from brood war and I need some testers. I've tested it as much as I can by myself, but I need at least one other person to help test the map.

    If you would like to help out please post any issues or errors you find on the New Spine Crawler Defense page.

    Posted in: Map Feedback
  • 0

    posted a message on Bank not working on B.net

    @Mille25: Go

        Events
            Game - Map initialization
        Local Variables
            x = 0 <Integer>
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    Player Group - Add player (x + 1) to VoteGroup
                    Variable - Modify ActivePlayers: + 1
                    Bank - Open bank "SettingsData" for player (x + 1)
                    Bank - Preload and synchronize bank "SettingsData" for player (x + 1)
                    Variable - Set BankSettings[x] = (Last opened bank)
                    Trigger - Run Setup Settings  (Ignore Conditions, Wait until it finishes)
                    Variable - Modify x: + 1
    
    Setup Settings
        Events
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Load "RememberSettings" of section "Settings" from bank BankSettings[(ActivePlayers - 1)] as boolean) == True
                Then
                    Dialog - Set chkRememberSettings to Checked for Player Group[(ActivePlayers - 1)]
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Load "AlwaysVote" of section "Settings" from bank BankSettings[(ActivePlayers - 1)] as boolean) == True
                        Then
                            Player Group - Remove player (ActivePlayers - 1) from VoteGroup
                            Variable - Modify AlwaysSkipCount: + 1
                            Dialog - Set chkAlwaysVote to Checked for Player Group[(ActivePlayers - 1)]
                            Dialog - Disable chkNeverVote for Player Group[(ActivePlayers - 1)]
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Load "NeverVote" of section "Settings" from bank BankSettings[(ActivePlayers - 1)] as boolean) == True
                        Then
                            Dialog - Set chkNeverVote to Checked for Player Group[(ActivePlayers - 1)]
                            Dialog - Disable chkAlwaysVote for Player Group[(ActivePlayers - 1)]
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Load "HideLeaderBoard" of section "Settings" from bank BankSettings[(ActivePlayers - 1)] as boolean) == True
                        Then
                            Dialog - Set chkHideLeaderBoard to Checked for Player Group[(ActivePlayers - 1)]
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Load "HideTimer" of section "Settings" from bank BankSettings[(ActivePlayers - 1)] as boolean) == True
                        Then
                            Dialog - Set chkHideTimer to Checked for Player Group[(ActivePlayers - 1)]
                        Else
                Else
    
    Posted in: Triggers
  • 0

    posted a message on Bank not working on B.net

    My map has five boolean values that are saved in a bank when the user changes a setting. When testing the map offline the banks load and save fine, but on battle.net they don't work at all. The file is saved with the proper values in the bank folder but it doesn't seem to be loading them. I have it open the bank and pre-load the data. Is there something different that needs to be done when using the banks on battle.net?

    Posted in: Triggers
  • 0

    posted a message on If there is a unit in the region

    @BloodClud: Go

    I couldn't get it to work the way you explained so I just made a variable that gets set to 1 if a player spawns in that location.

    Posted in: Triggers
  • 0

    posted a message on If there is a unit in the region

    @BloodClud: Go

    Create Starting Units for active players
        Events
            Game - Map initialization
        Local Variables
            x = 0 <Integer>
        Conditions
        Actions
            Player Group - Pick each player in (Active Players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Top Left
                        Then
                            Variable - Set PurchaseLocations[x] = P1 Units
                            Variable - Set NexusLocation[x] = P1Nexus
                            Variable - Set ProbesLocation[x] = P1Probes
                            Variable - Set AssimilatorLocation[x] = P1Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Top Right
                        Then
                            Variable - Set PurchaseLocations[x] = P2Units
                            Variable - Set NexusLocation[x] = P2Nexus
                            Variable - Set ProbesLocation[x] = P2Probes
                            Variable - Set AssimilatorLocation[x] = P2Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Top Middle
                        Then
                            Variable - Set PurchaseLocations[x] = P3Units
                            Variable - Set NexusLocation[x] = P3Nexus
                            Variable - Set ProbesLocation[x] = P3Probes
                            Variable - Set AssimilatorLocation[x] = P3Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Bottom Left
                        Then
                            Variable - Set PurchaseLocations[x] = P4Units
                            Variable - Set NexusLocation[x] = P4Nexus
                            Variable - Set ProbesLocation[x] = P4Probes
                            Variable - Set AssimilatorLocation[x] = P4Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Bottom Right
                        Then
                            Variable - Set PurchaseLocations[x] = P5Units
                            Variable - Set NexusLocation[x] = P5Nexus
                            Variable - Set ProbesLocation[x] = P5Probes
                            Variable - Set AssimilatorLocation[x] = P5Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Spawn Location value for player (x + 1)) == Bottom Middle
                        Then
                            Variable - Set PurchaseLocations[x] = P6Units
                            Variable - Set NexusLocation[x] = P6Nexus
                            Variable - Set ProbesLocation[x] = P6Probes
                            Variable - Set AssimilatorLocation[x] = P6Assimilator
                            Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color (Color((Current player (x + 1) color))) and blend mode Normal
                        Else
                    Camera - Pan the camera for player (x + 1) to (Center of NexusLocation[x]) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    Unit - Create 1 Nexus for player (x + 1) at (Center of NexusLocation[x]) using default facing (No Options)
                    Unit Selection - Add (Last created unit) to control group 1 for player (x + 1)
                    Unit - Create 1 Assimilator for player (x + 1) at (Center of AssimilatorLocation[x]) using default facing (No Options)
                    Unit - Create 2 Probe for player (x + 1) at (Center of ProbesLocation[x]) using default facing (No Options)
                    Unit - Order workers in (Entire map) owned by player (x + 1) to gather nearby resources
                    Unit - Create 3 Drone for player (x + 1) at (Center of PurchaseLocations[x]) using default facing (No Options)
                    Player Group - Add player (x + 1) to VoteGroup
                    Variable - Modify ActivePlayers: + 1
                    Bank - Open bank "SettingsData" for player (x + 1)
                    Bank - Preload and synchronize bank "SettingsData" for player (x + 1)
                    Variable - Set BankSettings[x] = (Last opened bank)
                    Trigger - Run Setup Settings  (Ignore Conditions, Wait until it finishes)
                    Variable - Modify x: + 1
            General - Wait 5.0 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Item)) is in P1Nexus) != True
                Then
                    UI - Display "There are no units in P1 Nexus" for (All players) to Subtitle area
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P2Nexus) != True
                Then
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P3Nexus) != True
                Then
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 72) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P4Nexus) != True
                Then
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (72, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P5Nexus) != True
                Then
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (196, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P6Nexus) != True
                Then
                    Dialog - Create an image for dialog dlgTransport with the dimensions (35, 35) anchored to Top Left with an offset of (134, 190) setting the tooltip to "" using the image Assets\Textures\btn-ability-terran-snipe.dds as a Normal type with tiled set to False tint color White and blend mode Normal
                Else
    
    Posted in: Triggers
  • 0

    posted a message on If there is a unit in the region

    @BloodClud: Go

    In the same trigger it spawns the unit in that region, if a player chooses to spawn in that region. The event is "Map Initialization".

    Posted in: Triggers
  • 0

    posted a message on If there is a unit in the region

    I'm trying to check if there is a unit in a region, but what I have isn't working for some reason.

    Here is what I have right now:

            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    ((Unit(Any Unit)) is in P1Nexus) = True
                Then
                    UI - Display "There are units in P1 Nexus" for (All players) to Subtitle area
                Else
    

    It never displays there is a unit in that region and there really is a unit in that region.

    Posted in: Triggers
  • 0

    posted a message on Choose spawn location

    I want it to be in the lobby though, I know its possible because Vexal Tower Defense does it. I haven't messed around with the lobby options a whole lot to figure it out.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Choose spawn location

    My map isn't entirely possible if a player spawns in certain locations and since your not allowed to move yourself to a different location in the lobby I thought I'd make a drop down list of the spawn location. Kind of like selecting your race but instead it will say where you will spawn. I can't figure out how to do this and I need help if possible.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Initial value for array

    @Kueken531: Go

    I had Defines Default Value checked, my bad.

    Posted in: Triggers
  • 0

    posted a message on Initial value for array

    @Kueken531: Go

    Alright, thanks for the info.

    Quick question though, how exactly do I use the "Region" array? If I do "Set Variable" action the variable doesn't show up, and if there is a spot where a region location is supposed to be it doesn't show up in the variables either.

    I have it setup as SpawnLocations (Type = Region), Array 0 - 5

    Posted in: Triggers
  • 0

    posted a message on Initial value for array

    Is there a way to setup an array with multiple values? If I do {1,2,3,4,5,6} in the Custom Script will that work? Or do I have to make a trigger that sets all of the values when the map starts?

    Edit: Also, is it possible to make an array of regions then use them to spawn units at the locations?

    Posted in: Triggers
  • 0

    posted a message on Limit Nydus worms to 1 per building

    @Photoloss: Go

    That's what I was thinking about doing, but I was hoping there would be an easier way.

    If I used a teleport effect I don't think I would be able to link the two nydus worms together very easily.

    Posted in: Data
  • 0

    posted a message on Limit Nydus worms to 1 per building

    I'm trying to make the nydus worms like they were in SC1. I can't seem to make it only one exit per nydus. I'm able to make it so that the a nydus exit can't be made if there is an equal amount of exits, but 1 nydus can still have multiple exits. How can I hide the button or disable the button for that nydus when the ability is used?

    Posted in: Data
  • 0

    posted a message on Split units when player leaves

    Instead of all of the players being able to use the units of a player that just left I want the units to be split as equally as possible between the renaming players. I've been messing around with triggers to try to get it to work but I can't seem to get it right. Any ideas?

    Posted in: Triggers
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