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    posted a message on Combined Upgrades

    I think I got a working trigger, but I need to test it first

    T1Upgrade
        Events
            Unit - Any Unit is issued an order to  Upgrade Terran Units
        Local Variables
        Conditions
            (Terran Units count for player (Triggering player), counting Complete) == 1
        Actions
            Tech Tree - Set Terran Infantry Armor Level 1 upgrade level to 1 for player 1
            Tech Tree - Set Terran Ship Plating Level 1 upgrade level to 1 for player 1
            Tech Tree - Set Terran Vehicle Plating Level 1 upgrade level to 1 for player 1
            Tech Tree - Set Terran Infantry Weapons Level 1 upgrade level to 1 for player 1
            Tech Tree - Set Terran Ship Weapons Level 1 upgrade level to 1 for player 1
            Tech Tree - Set Terran Vehicle Weapons Level 1 upgrade level to 1 for player 1

    Edit:  This trigger does indeed work.  There's a problem with my unit though.  How can I get it to remove the upgrade after it's been maxed out (Used three times).  I set the max level to 3, but the upgrade doesn't go away once all 3 are finished.

    Posted in: Miscellaneous Development
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    posted a message on Combined Upgrades
    Quote from Yaos01: Go

    @Polantaris:

    There's a type of ability to choose from. You certainly choosed one that doesn't imply research/train.

    Just copy a "Research ability" and modify anything you want. Then add this ability to your scv in unit tab. You can then add research buttons in the command pannel (still unit tab)

    I finally got it to show. My problem was that at some point I put info in the Search, and as such nothing showed up for me in relation to the things I could edit, and the small box for the Search as off screen as I was doing a lot, so I never noticed. I got it to show up in the SCV's commands finally. Thank the Lord XD.

    New Question: I expected there to be an Event with Triggers, something like "Event: Player Purchases Tech from Tech Tree", but there isn't, except for the one that deals with the story-mode armory. What would you use for the Event in the trigger? I was thinking something along the lines of
    Event : Player (Any Player) Purchases (Any Tech)
    If (Tech == ZergTech)
    if (ZergTech Level = 1)
    Set all Zerg levels to 1
    if (ZergTech Level = 2)
    etc.

    Posted in: Miscellaneous Development
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    posted a message on Combined Upgrades

    Okay, I'm trying to make a new ability, and I was using a guide but in the end it's not helping me in some major issues.

    The guide is this:
    http://forums.sc2mapster.com/resources/tutorials/1370-data-accumulative-and-multiple-upgrade-with-queue/

    I'm trying to make a new upgrade, that's based off of the SCV, but the guide bases it off the Cybernetics Core. The problem is that I cannot make a new Ability list like the normal buildings have like Roach Warren - Research, etc. I'm trying to make a SCV - Research, and add the upgrades I'm making to them. Making the trigger will be much easier, so that's no issue. Once I make a "SCV - Research" ability, I'm stuck. I can't do ANYTHING. I can't add Upgrades to it, like the buildings have, there's no information on the charts and tables, it's essentially dead, blank, and useless.

    To add to it, later on there it says to add the research and what not to the unit, and I am unable to do that either. I think I have it set up, then when I start to play the map there's nothing on the SCV, it's in the Data but nothing shows in game.

    Is there any tutorials about doing this from scratch, instead of copying stuff from already existing units? I can't do that either, the second I copy the unit it doesn't let me change anything at all except for the basic info like what Research it has, I can't change anything else.

    Posted in: Miscellaneous Development
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    posted a message on Combined Upgrades
    Quote from Yaos01: Go

    @Polantaris:

    Well in the upgrade tab in data editor, you'll have to modify the field of your custom global upgrade to every single fields of the upgrade zergs.
    So since its gonna take you a couple hours to do this, I'd suggest something simplier : make a trigger that detect when your global research is done, and modify upgrades you want for player 1.
    It's gonna do the exact result you want.

    When you add an ability to an unit, make sure you add neural parasite to the pannel command !

    That sounds like a good idea. Thanks for that suggestion.

    I'm unsure of how to add abilities to units, though. I get the general gist, but I was hoping there was a guide or something I can look at to help me out (Was looking through the wiki but a lot of pages are missing/incomplete). Also, any idea on where I can find Neural Parasite's Research to add to the SCV's ability list? Can't find it anywhere and it's kinda frustrating.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    Polantaris, Character Code is 652, Area is North America/USA.

    Comment: Need my map tested soon, beyond willing to test others when I'm available.

    Posted in: Miscellaneous Development
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    posted a message on address to ALL mapmakers from Russian community
    Quote from Siaon: Go

    @Xolsom: Go

    I would suggest Blizzard to stop fucking around and create a central map repository already...

    Why are we struggling with these stupid problems...

    QFT. It's stupid.

    If I knew how to publish outside of my region (It only gives my region as an option when I publish), I'd publish my map when it's finished to all areas.

    Posted in: Miscellaneous Development
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    posted a message on Combined Upgrades

    I'm hoping I can create Combined Upgrades.  What I mean is that I want to combine let's say, Zerg Ground Attacks, Missile Attacks, Carapace, Flyer Weapons, and Flyer Armor (All Level 1, then 2, then 3 (3 seperate upgrades kinda like the game has), into one upgrade.  So basically I'd have "Zerg Upgrades Level 1, Zerg Upgrades Level 2, and Zerg Upgrades Level 3".

    I'm unsure of how to do this.  The Data Editor looks just a tad confusing and I have no idea what I'm doing half the time when I'm in it, so if anyone could help with this it would be great.  I also need assistance adding that, and another upgrade into an SCV unit.  I've been trying to add upgrades to the unit to no avail.

    Since I brought it up, the other upgrade is Neural Parasite for Infestors.  I cannot find that upgrade ANYWHERE.  I'm confused as to where it is.  The Unit has it, it requires it to be researched, and in the Data the skill itself is around, but when I try adding an ability to a unit for using it, I can't find it, and when I try to make a Trigger that has it researched by the trigger automatically, it's no where to be found there either.  I'm really confused as to why this upgrade is missing.

    Any help on both of these issues would be great, thanks.

    By the way, I know I'm asking a lot of questions, and I apologize for that, but they didn't make this editor even remotely user friendly as far as I have noticed.  To most of you, you guys probably understand why it's all organized the way it is, but half the time I feel like the one thing I'm looking for in the editor is in the middle of 90 unrelated things and it doesn't make sense to me, so I get lost a lot in the million menus and undescribed menus and stat info.

    Posted in: Miscellaneous Development
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    posted a message on Detect Regular Units in Kill Count

    I'm trying to keep a kill count, but I need it to count regular units, and not everything.

    I was reading on some threads that small things like even missiles may count to the game as a unit.  This is an issue for me.  I would rather avoid a million nested if statements to make sure they are units that should count, I have like 45 Units that need to be counted.  I, however, do not wish it to count Units like Infested Terrans, Broodlings, and anything else spawned BY units that count as more units.

    Is there a simple way to do this?

    Would a Unit Group count, or do Unit Groups only apply for units already existing?

    Posted in: Miscellaneous Development
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    posted a message on Kill Count not working

    Edit:  After a while trying my own, then basing it off of your examples, I'm happy to say that it's working.  Thanks a lot Pfaeff.

    Posted in: Triggers
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    posted a message on Kill Count not working

    @Pfaeff:

    If that were it, then it would still give me the Victory at the Endgame Trigger (Which compares all players scores to a local variable in that trigger, then gives Victory to the best player).  I can post that too if you want, but it's just 9 copies of
    Compare if p1Kills > localvar
    if true, localvar = p1kills
    etc, then at the end, victory is given to the winning player and defeat to everyone else.  It successfully does all of that, as both are null values, but the game reports Neutral Player wins with 0 kills.  Since Neutral Player is Player 0, it's the first compared, then after every comparison comes out false because they are equal to not greater, so it never changes.

    Sorry if that was a little confusing, but I don't think it's that.  I'll check that map regardless see if I can find a different reason.

    Posted in: Triggers
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    posted a message on Kill Count not working

    I'm trying to create a Kill count and Leaderboard but it's not working and I'm not sure why.

    Here is my Trigger:

    Kills
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Killing player) == 1
                Then
                    Variable - Modify P1Kills: + 1
                    Leaderboard - Set (Last created leaderboard) item text at column 2 and row 1 to (Text(P1Kills))
                Else

    There's more for the other players.  P1Kills is Global.  Player 1 is the player I am during test (As on the Leaderboard it shows "Local Player"), and I put a bunch of Player 5 Drones on the map to test.  I kill them, nothing happens, then during my End-Game Trigger, it says that the Neutral Player (First one on the Player List if I remember correctly) has won with Zero kills, meaning it's not recording my kills to the variable.

    Any idea what's wrong anyone?

    Posted in: Triggers
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    posted a message on A Warning To Mapmakers

    Quote from adovid:
    I made a post on the b.net thread.

    It has little to do with being user friendly and a whole lot to do with keeping the game from hanging or freezing.  

    Heck, the code expansion and the limit might even be a "keep dummies from breaking this" kind of fail-safe for GUI users because they don't know that you can break a game by doing too much at once.
    ----

    If that's true, then why are While loops magically okay?  For and While loops both essentially do the same thing, just slightly differently from the code standpoint.  I can make a for loop and a while loop do exactly the same thing with nearly the same lines, if not exactly the same amount.  If there's a problem where for loops specifically cause issues, that's Blizzard's fault, not ours.

    There are situations where you need gigantic nested loops, though when it comes to map making it's generally less likely, but still perfectly possible.  Just because you have a huge set of nested loops doesn't mean you're doing something wrong.  You might be trying to do too much, but it doesn't mean it's wrong.

    Honestly, an idea of "keeping dummies from doing this" is absolutely the wrong way to go.  You will never learn what not to do if the engine pussy foots you around problems.  If you've created code that will break the game, so be it, that's your fault.  Of course, you run into the issue where people publish those types of things, but of course you can always make it unpublishable due to the reasons, but if you don't experience a problem like this first hand you may never learn what you did wrong.  By having the editor just go "Hey, don't do that" people will not know why, except "Hey the Editor doesn't like it".  Instead, I think it should allow them to test, and then when it blows up in their face...well you learned the hard way.

    It still brings me back to the question of, if the for loops go so out of control to "stop crashing", then why do while loops magically work with the same code?  That, I repeat, is not a user-created problem, it's a developer-created problem.  This is Blizzard's mistake, and they need to fix it.  It's like my old programming classes where I was told "YOU MUST USE A WHILE LOOP, A FOR LOOP WILL GET YOU A 0 ON THIS ASSIGNMENT!"

    Posted in: Miscellaneous Development
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    posted a message on Player Group Autosorting

    @Graagh56:

    I don't know much on exactly how Player Groups work, but I've noticed that a lot of things when they auto-sort like this, there's not much you can do about it.  If an array will ignore how you add objects/players to them and not sort them, you'll probably have to switch to them.

    Posted in: Triggers
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    posted a message on 2 Trigger Questions

    @fr0d0b0ls0n:

    Thanks a lot, I think I have a working EndGame trigger, just gotta test it.

    @Hoplite141:

    Nevermind to what I had here, I get how it works.  Thanks a lot.

    Posted in: Triggers
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    posted a message on A Warning To Mapmakers

    @TheFallenOne222:

    Thanks a lot for the warning.  Poor For Loops, I will miss yee.

    Posted in: Miscellaneous Development
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