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    posted a message on Locating Flashlight Behavior
    Quote from Mr12toe: Go

    Thanks man, I didn't know that you have to put the liberty-story at the top to get the behaviors. Now, for the next question...is there any way to make a cone-shaped line of sight? sort of like the flashlight?

    Helloooh? Could you come over... here? Are you still there? Is anyone there?

    I cant figure this out too, there are doodads that take away the line of sight... But i still think there is an option somewhere that the sight is on -1 (360 degrees)

    Maybe this can be of help? http://forums.sc2mapster.com/development/data/11576-how-to-make-cone-vision/#p4

    Posted in: Miscellaneous Development
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    posted a message on How to make Multiple Dialog Buttons and multiple players work?
    Quote from miheinen: Go

    The Problem is that you destroy all dialogs when player 1 clicks a dialog button. Instead of destroying all, just hide it for the triggering player.

    Quoted for Truth. I tried to do what you are doing too, and don't destroy your precious work, just hide it for the player. Or put him in a group (people who are done voting/people with a unit) and after that disable it for that group.

    Posted in: Triggers
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    posted a message on How does "Last Attacker" work?
    Quote from KratsAU: Go

    Has anyone used the "Last Attacker" action before and got it to work? It always returns blank for and seems like it doesn't work correctly.

    Does it only work in a specific event type?

    Yes it does, you'll need a triggering unit that has been attacked. If any unit gets attacked by an ability thats leaves an effect that adds a specific behaviour:

    Unit - Any Unit attribute points changed Local Variables Conditions ((Triggering unit) has "behaviour") == true Actions Unit - Kill "last attacker"

    Posted in: Triggers
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    posted a message on data table question, compare values

    I'm working on a map with multiple rounds where the last player still alive gets a point. After an x amount of time the player with most points should win. If 2 players have an equal amount of points, there should be a last battle between them.

    I made the following trigger which triggers right before the next round.

    Score is an array of 12 (players) and the last carrier is the one to win. The carrier is the integer for the player who is the carrier. The trigger saves the amount as an integer

    Data Table - Save (score[The Carrier] + 1) as "amountxwon" in the Global data table

    (Am i doing this one right? i should propably make 2 arrays, 1 for the player number and the other for the score, right?) Now I'm having trouble with the victory conditions...

    I dont know how to trigger the highest amount from the data table, and let the according player win.

    it will look a bit like this:

    General - If (Conditions) then do (Actions) else do (Actions) If (Max(("amountxwon" from the Global data table), 0)) == (Max(("amountxwon" from the Global data table), 0))

    Then Game - End game in Victory for player (Max(("amountxwon" from the Global data table), 0)) (Show dialogs, Show score screen) General - Wait 2.0 Game Time seconds Game - End game in Defeat for player (Number of players in All Players) (Show dialogs, Show score screen) ELSE run trigger 'sudden deathmatch between the players who have the same score'

    You can propably tell from the condition I am pretty clueless about what to do :P

    Posted in: Triggers
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