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    posted a message on Remove all units a player controls from the map

    Thanks guys I got it working :D

    Posted in: Triggers
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    posted a message on Remove all units a player controls from the map

    Hello, I am trying to create a function that removes every unit a player controls when that player leaves the game. I found the "Remove all units" trigger, but it does not remove the units from the game, just from the group (that's my guess anyway). I also tried creating a pick each loop, but it does not allow you to set units controlled by a player as a group to loop through. I would appreciate any help :D

    Thanks

    Posted in: Triggers
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    posted a message on give all units from player 0 to player 9

    @JakeCake26: Go

    I think his would be the best choice too. I wonder if he just has not checked the forum yet.

    Posted in: Triggers
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    posted a message on Creating region and point via trigger

    You could create a region, then just move that region to where ever you need it. Then spawn the nydus and move the region to the next needed spot.

    Posted in: Triggers
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    posted a message on Random Spawn Locations help

    @mcmelord: Go

    I think the problem is you have the two things running in parallel, so they are creating at the same time without checking to see what the other is doing. There could also be a problem with the function itself not checking if there is already something created at that point. What you could do is create an array of Boolean values and update that to show that something is already in the random position selected, then just do an if statement to check and see if something is there or not. If there is something already there (i.e. the Boolean value is true), then pick another random number.

    Posted in: Triggers
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    posted a message on give all units from player 0 to player 9

    I agree, It's pretty early in the morning to be wanting a quick reply :). On the topic, I am in class at the moment so I cannot post code, but I can help create the algorithm in pseudo code. I would do a unit group and save all units owned by player 0 (there is a function that does this in the triggers) then just loop through it changing each one to player 9's control. something like:

    unit group = all units owned by player 0

    while not at the end of the unit group

    {

    change unit to player 9's control

    go to next unit

    }

    Posted in: Triggers
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    posted a message on Nexus Word Wars was banned

    @RodrigoAlves: Go

    I'm sure some people in this forum would not mind at least searching through smaller sections of the dictionary. Maybe u could email sections of it to different people and they can cut out what they think is offensive. But then you would have to rely on their abilities.

    Posted in: General Chat
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    posted a message on Nexus Word Wars was banned

    I agree that the dictionary should have been checked, especially since the map is based around this dictionary. This is a little off topic, but when you say you linked the database, did you put it into a data structure in the game's variables or actually link it so it checks an online database. I'm trying to soak up what ever programming knowledge I can ^^

    Posted in: General Chat
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    posted a message on Squad based CTF recruiting team members.

    I've wrote a few simple games in the editor, but I have a strong logic and programming background. I'll be willing to help with triggers and such but I have a 20 hours a week job and 17 hours of college.

    Posted in: Team Recruitment
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    posted a message on Mod vs Map

    Thanks for the replies guys, I was confused on the mod vs map deal in the editor. I remember what a campaign editor mod was in the other games so I was wondering if it was a way to create a new library or something too

    Posted in: Miscellaneous Development
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    posted a message on Mod vs Map

    Can anyone help clarify what the difference is and what all a mod can do in short? thanks!

    Posted in: Miscellaneous Development
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    posted a message on Destorying old dialog and replacing with new one
    If you want to destroy it, you can set the dialog created to a variable then destroy it after. Then re-save your new dialog to the same variable and display it.
    Posted in: Miscellaneous Development
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    posted a message on Changing structure tooltips
    I'm wanting to change the tool tip that appears below the life and shields of a structure when you mouse over the picture on the UI when the structure is selected. It says the structure name, then the shields, then a few things about it, then it displays what it enables. I would like to change the description and change the enables part to say a custom string. Any help would be appreciated.
    Posted in: Miscellaneous Development
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    posted a message on Give IDs to units
    @erealmz: Try making a unit dies trigger and create a unit using create triggering unit. Maybe that will work?
    Posted in: Galaxy Scripting
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    posted a message on Displaying timers in Leaderboard
    @Jackolas: I can get it to update, but what I can't find out is how to display the timer itself, like there is a convert timer to string function, but It only lets me select values not variables.
    Posted in: Miscellaneous Development
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