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    posted a message on Need help with "Open Bank" ....

    Try moving the XML file and see if it's recreated if you run the map and try to save.

    Also, are you saving some info in another trigger? There are quite a few load statements that load from sections that aren't saved in your save trigger.

    You're saving the number of items under "ItemCount", but loading as "count".. the names need to be the same for it to work.

    Posted in: Miscellaneous Development
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    posted a message on Need help with "Open Bank" ....

    In your save trigger, you have the line:
    Bank - Open bank "NimoSaveGhost" for player Player

    When you open a bank, you can't use a variable for the player number, you need to change this line to:

    Bank - Open bank "NimoSaveGhost" for player 1

    You'll probably want to put these into the same trigger as your preload statements. Also, you'll have to make a global bank array ( I called it BankSaveFile ) to hold these:

    Bank - Open bank "NimoSaveGhost" for player 1
    Variable - Set variable BankSaveFile[1] = (Last opened bank)
    Bank - Open bank "NimoSaveGhost" for player 2
    Variable - Set variable BankSaveFile[2] = (Last opened bank)
    Bank - Open bank "NimoSaveGhost" for player 3
    Variable - Set variable BankSaveFile[3] = (Last opened bank)
    etc..

    Then reference them in your save trigger wherever you have (Last opened bank), use BankSaveFile[Player] instead.

    Posted in: Miscellaneous Development
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    posted a message on Targeton/off ability stages

    Basically, I want to run a trigger when a specific ability with a target is being used, as soon as it's clicked/pressed, and before the target is selected. I've searched through the ability stages, and none of them fire until after the target is selected by the player. So far, I've thought of two different possibilities, but I don't know enough about the editor yet to know if either way is really possible.

    1. There are actor events Abil.*.targeton and Abil.*.targetoff that do exactly what I want, but.. is there an actor action I could use as a trigger hook to recognize these? Anything similar to this page, but with actor events instead of effects.

    2. Any way to use Galaxy scripting to do this? Since the stages exist as actor events, maybe the presets are missing from the trigger editor and there's a way to script these? ( I know, this is a terrible answer, everyone thinks you can do anything with custom script :P )

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    Spell Contest Entry - Dimensional Twist

    My entry for the Spell contest, basically it creates a full (familiar looking..) level using a set of effects from the data editor.

    This is a proof of concept more than anything, I wanted to see if it was really possible to store and generate a custom level/map using just the data editor. I had to completely rewrite it several times when I got stuck, and unless and until things change, I wouldn't do it this way again; arrays are so much less painful. Also, the last few hero levels of data were taking 20+ seconds to copy/paste, even without changing anything. Don't expect too much in the line of special effects/sparkles/flashy things; I'm more of a programmer/data editor than an artist.

    Made from 100% data editor material, no triggers were harmed during the production of this spell.

    http:www.sc2mapster.com/maps/custom-spell-contest-dimensional/

    Thanks to RileyStarcraft for the video!

    Embed Removed: https://www.youtube.com/v/DBramAeiUZc?fs=1
    Posted in: Project Workplace
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