Replace all of your code, as posted above, with the following:
Player1MovesCiviliantoDoodadEventsUnit-AnyUnitEntersPlayer1StartLevelLocalVariablesConditions(Ownerof(Triggeringunit))==1(Unittypeof(Triggeringunit))==Civilian(Male)ActionsUnit-Move(Triggeringunit)instantlytoPlayer1CivStart(NoBlend)Unit-Order(Triggeringunit)to(Stop)(ReplaceExistingOrders)Unit-CreateCurrentWaveData[0]WaveType[CurrentWaveData[1]]forplayer9atEnemyStart1usingdefaultfacing(NoOptions)General-If(Conditions)thendo(Actions)elsedo(Actions)IfCurrentWaveData[0]==1ThenUI-DisplayWaveText[CurrentWaveData[1]]for(Playergroup(1))toDirectiveareaGeneral-Wait5.0GameTimesecondsUI-ClearAllMessagesfor(Playergroup(1))ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(CurrentWaveData[1]mod2)==0ThenMath-CycleCurrentWaveData[0]from1through9General-If(Conditions)thendo(Actions)elsedo(Actions)IfCurrentWaveData[0]==1ThenMath-CycleCurrentWaveData[1]from0through13ElseElseVariable-SetCurrentWaveData[0]=1General-If(Conditions)thendo(Actions)elsedo(Actions)IfCurrentWaveData[1]!=13ThenMath-CycleCurrentWaveData[1]from0through13Else------- Your ending goes here :-)
Its not an exact duplicate of what you code did, because I didn't read much of it, but it is exactly what you were trying to achive, which should rule out errorz
triggers can not possibly be run server side?
they would need to be able to provide atleast 1 GHz peak per player, which would be about 600 THz ...
Regardless, wherever the processing is done required data is only going to be sent once, so again, net traffic can't be increased by calling the event multiple times.
Well if you would like to use dead abilities, create new abilities that have a charge, but start with none, or some other disability.
There is however a very nice example of the actual pop up achivement notification system here, ofc it does not augment your achivements on B.net, but the official graphic is instantly recognisable.
I would have to ask you to clarify the second question, if you want to count the number of zerglings killed, this will not be a problem with triggers.
I belive units have an automatic variable counting their kills, though it will only increment from weapon and ability resultant kills.
If you want to count how many units of each type (eg, 5 zerglings, a baneling and a mutalisk) I would suggest an array that you trigger from a unit actor upon death...
Firstly, I'm under the impression that the raynor models, notable raynor commando, have spell animations that are single shdots. If you open up the previewer and find these apropriate, just synch them up with your action start times using the duration time setting and tweaking the ability cast start time.
If those models are inapropriate, or just not feeling right, you could try and cut short a normal fire animation, using the time scale time setting, however you will need to tweak a lot to get this to cut into the animation perfectly, and you may need to add a different event to stop the animation or run another, and this will probbably create a small jump as the model transitions instantly from firing to ... not firing.
My imidiate idea would be creating a region, and using a trigger to test the race (or any other desired identification) of a unit entering that region, you can then use that information to provide varied effects.
So for your example, if the unit was terran, order the unit to stop, else do nothing.
However this will not edit pathing, and so if ten marines are given two doors, the close one blocked with creep, they would all walk into the region, and stop, without taking the evident alternate route.
You could use more advanced trigger events to send them somewhere specific, or reverse their direction, etc...
But ultimately if you want that level of controll you may as well just waypoint the units via trigger the alternate route, as I can't find any way to edit pathing or its calculation for the units.
You will need to create events in the Unit Actor (under actors in the data editor) of your desired building.
The events you need to use depend on how you've gone about the 'upgrade' process.
If you look up the unit actor for the supply depot, its a great referance as it has your standard terran build events, plus the events representing the graphics for the raise/lower ability morph, and the transformation that reuslts form the orbital commands addtional supplies ability.
Firstly, beware posts that are pre-release, as a lot changed in the editor.
Infact distrust old posts in general.
The resource menus have been moved from the train abilities' functions, to the units themselves.
In the data editor, you will need to bring up units, either by tab or by selecting units from the 'data type' drop down box.
Select the unit you want to augment.
On the right of the editor, there should be a lot of data for each unit, tab to 'Cost' at the top.
And here, finaly, is the new location of the resource options!
The cost catagory works out how the spent resources add into a player's score.
If you want to have units cost different amounts from different train buildings, just post again and I'll walk you through that.
To streamline soul carver's suggestion, rifle through the effects asociated with the upgrade abilities in data editor, this should allow you to impliment the upgrades (which you will need to predefine in data edit) via triggered events, rather than the five stage hack of training upgrades from the unit or a building, and having to disguise the process and deal with side effects.
Or in a less active fashion, using less digital resource:
Use the data editor to make all of the units in your game, bar the hero, unselectable.
Edit the unit actor for the hero, and under the event that ends the selection, make him selected.
Without using more actions, you can no longer select any other units, or deselect the hero.
If you make a copy of the attack command in data editor, I'm fairly sure (without confirming however) that you can mess around so that it no longer represents the 'attack move' function when on a point rather than a unit, and then set attack as the event, rather than move, on right click.
That one will be a bit more complex, alternatively use triggers, but there will be more mess that way.
if the trigger exists, all presses and releases from all players are traffic, thats what the note says in editor.
If that is the case, then the only activity conjoured by extra triggers is local, though you may be better off using one trigger regardless.
So in summary, if you use the trigger once, you may as well use it a hundred times, their not going to duplicate the same client server data for sake of two triggers, just reuse that data.
Both for use in my map, and to try and get my head around the data editor.
Five hours is a demoralising time, and the time from start to finnish with this creation, mostly spent in large chunks hunting specific bugs.
But my end result, identical to the reynor ability, but without the range UI aspect, the pre emptive sound effect etc, instantly freezes the game when used.
To exit I have to task manager it dead, I get no error messages etc.
You sir are a saviour.
Literaly 70 minutes trying to validate my ability target to point and all sorts to do this.
You would think that abilities called by triggers are those least in need of buttoning up...
Hi,
I'm new here, but I've been devloping games within Blizzard games and in independant platforms for several years now.
As you might imagine, this WC3 heritage has set me up pretty well for using the trigger system.
I'm making an FPS, but I need to use the cursor.
If you've looked into camera functions to any extent, you will be familiar with the function to lock the mouse into dragscroll mode, however this removes the cursor from the interface.
To replace this function I want to scroll the camera when the cursor enters the edges of the map.
The second fps camera function removes default edge scrolling.
The upshot is, I need to be able to work out the cursor XY in the interface, but the only functions availiable return click positions, in game and interface.
Well I came to the conclusion you guys did on the whole, multiplayer testing aspect, as so I emailed Blizzard, I will update you if I get any response.
Could the rules regarding map publication be clarified?
As a map must be published to Blizzard servers for one to test its multiplayer functionality, I do not see how I could test said functionality without both releasing my map and exposing it to the Starcraft community, brining my authorship into question.
Could you clarify for me either a procedure you would deem aceptable, or wether publication of partial or deliberately corrupted subsystems from my map, in order to test functionality, would void my claim to the content as origional and or unreleased.
0
Whilst better than an if then else nest, this is not efficient use of a switch.
Try this:
Create three new variables outside of the trigger (Ctrl+B)
and
Add this to your Initialization Actions, ensuring there are no obstructiong conditions.
Replace all of your code, as posted above, with the following:
Its not an exact duplicate of what you code did, because I didn't read much of it, but it is exactly what you were trying to achive, which should rule out errorz
0
triggers can not possibly be run server side? they would need to be able to provide atleast 1 GHz peak per player, which would be about 600 THz ...
Regardless, wherever the processing is done required data is only going to be sent once, so again, net traffic can't be increased by calling the event multiple times.
0
Well if you would like to use dead abilities, create new abilities that have a charge, but start with none, or some other disability.
There is however a very nice example of the actual pop up achivement notification system here, ofc it does not augment your achivements on B.net, but the official graphic is instantly recognisable.
I would have to ask you to clarify the second question, if you want to count the number of zerglings killed, this will not be a problem with triggers.
I belive units have an automatic variable counting their kills, though it will only increment from weapon and ability resultant kills.
If you want to count how many units of each type (eg, 5 zerglings, a baneling and a mutalisk) I would suggest an array that you trigger from a unit actor upon death...
0
Two possible Solutions.
Firstly, I'm under the impression that the raynor models, notable raynor commando, have spell animations that are single shdots. If you open up the previewer and find these apropriate, just synch them up with your action start times using the duration time setting and tweaking the ability cast start time.
If those models are inapropriate, or just not feeling right, you could try and cut short a normal fire animation, using the time scale time setting, however you will need to tweak a lot to get this to cut into the animation perfectly, and you may need to add a different event to stop the animation or run another, and this will probbably create a small jump as the model transitions instantly from firing to ... not firing.
0
My imidiate idea would be creating a region, and using a trigger to test the race (or any other desired identification) of a unit entering that region, you can then use that information to provide varied effects.
So for your example, if the unit was terran, order the unit to stop, else do nothing.
However this will not edit pathing, and so if ten marines are given two doors, the close one blocked with creep, they would all walk into the region, and stop, without taking the evident alternate route.
You could use more advanced trigger events to send them somewhere specific, or reverse their direction, etc...
But ultimately if you want that level of controll you may as well just waypoint the units via trigger the alternate route, as I can't find any way to edit pathing or its calculation for the units.
0
You will need to create events in the Unit Actor (under actors in the data editor) of your desired building.
The events you need to use depend on how you've gone about the 'upgrade' process.
If you look up the unit actor for the supply depot, its a great referance as it has your standard terran build events, plus the events representing the graphics for the raise/lower ability morph, and the transformation that reuslts form the orbital commands addtional supplies ability.
0.93715487772811
Tobbi
Firstly, beware posts that are pre-release, as a lot changed in the editor. Infact distrust old posts in general.
The resource menus have been moved from the train abilities' functions, to the units themselves.
In the data editor, you will need to bring up units, either by tab or by selecting units from the 'data type' drop down box.
Select the unit you want to augment.
On the right of the editor, there should be a lot of data for each unit, tab to 'Cost' at the top.
And here, finaly, is the new location of the resource options!
The cost catagory works out how the spent resources add into a player's score. If you want to have units cost different amounts from different train buildings, just post again and I'll walk you through that.
0
To streamline soul carver's suggestion, rifle through the effects asociated with the upgrade abilities in data editor, this should allow you to impliment the upgrades (which you will need to predefine in data edit) via triggered events, rather than the five stage hack of training upgrades from the unit or a building, and having to disguise the process and deal with side effects.
0
Or in a less active fashion, using less digital resource:
Use the data editor to make all of the units in your game, bar the hero, unselectable. Edit the unit actor for the hero, and under the event that ends the selection, make him selected.
Without using more actions, you can no longer select any other units, or deselect the hero.
If you make a copy of the attack command in data editor, I'm fairly sure (without confirming however) that you can mess around so that it no longer represents the 'attack move' function when on a point rather than a unit, and then set attack as the event, rather than move, on right click.
That one will be a bit more complex, alternatively use triggers, but there will be more mess that way.
0
I'm sorry, this does not make sense.
Try to use small, simple bits of text, one at a time, for the translator.
0
if the trigger exists, all presses and releases from all players are traffic, thats what the note says in editor. If that is the case, then the only activity conjoured by extra triggers is local, though you may be better off using one trigger regardless.
So in summary, if you use the trigger once, you may as well use it a hundred times, their not going to duplicate the same client server data for sake of two triggers, just reuse that data.
0
Ive recreated the Raynor commando snipe ability, step by step, directed by both the origional, and Riley's new ability tutorial.
(http://rileystarcraft.blogspot.com/2010/05/tutorial-how-to-create-shockwave.html)
Both for use in my map, and to try and get my head around the data editor.
Five hours is a demoralising time, and the time from start to finnish with this creation, mostly spent in large chunks hunting specific bugs.
But my end result, identical to the reynor ability, but without the range UI aspect, the pre emptive sound effect etc, instantly freezes the game when used.
To exit I have to task manager it dead, I get no error messages etc.
Any suggestions as to causes?
0
You sir are a saviour. Literaly 70 minutes trying to validate my ability target to point and all sorts to do this. You would think that abilities called by triggers are those least in need of buttoning up...
0
Hi, I'm new here, but I've been devloping games within Blizzard games and in independant platforms for several years now. As you might imagine, this WC3 heritage has set me up pretty well for using the trigger system.
I'm making an FPS, but I need to use the cursor. If you've looked into camera functions to any extent, you will be familiar with the function to lock the mouse into dragscroll mode, however this removes the cursor from the interface. To replace this function I want to scroll the camera when the cursor enters the edges of the map. The second fps camera function removes default edge scrolling.
The upshot is, I need to be able to work out the cursor XY in the interface, but the only functions availiable return click positions, in game and interface.
Does anyone know how I can source the cursor XY?
Any suggestions much apreciated, GeEom
0
Well I came to the conclusion you guys did on the whole, multiplayer testing aspect, as so I emailed Blizzard, I will update you if I get any response.
Could the rules regarding map publication be clarified?
To [email protected]
From: 'etc etc move along'
Sent: 15 August 2010 11:34:23
To: [email protected]
Hello
The official rules regarding the Starcraft two custom map contest (as sourced here http://eu.blizzard.com/en-gb/community/contests/sc2maps/rules.html ) state that entries must be "original, unreleased, UMS custom map[s]".
As a map must be published to Blizzard servers for one to test its multiplayer functionality, I do not see how I could test said functionality without both releasing my map and exposing it to the Starcraft community, brining my authorship into question.
Could you clarify for me either a procedure you would deem aceptable, or wether publication of partial or deliberately corrupted subsystems from my map, in order to test functionality, would void my claim to the content as origional and or unreleased.
Thank you for your time,
Mah Name