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    posted a message on baneling pit

    @Reaper872: Go

    You can calculate the distance between two units using two variables and a For Each Units In Region loop:

    Make one variable a Real (it can be a local variable.) We'll call it DistanceVar. Make the other variable a Unit. We'll call it UnitVar.

    Action: For each unit UnitVar in (circle: an area around the baneling)

    If

    Distance between UnitVar and [baneling] < DistanceVar

    Then

    Set DistanceVar = Distance between [baneling] and UnitVar

    Outside of the loop, execute the attack action on UnitVar.

    EDIT: Oh, make sure you set DistanceVar to some number greater than the maximum range you're checking for before you initiate the loop.

    @playpong: What do you mean by "events?"

    Posted in: Triggers
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    posted a message on baneling pit

    @Reaper872: Go

    It might be more accurate to do something like this:

    Event: Unit uses ability Unburrow

    Condition: Unit type of triggering unit = baneling

    Action: Pick each unit in Units in (circle: position of triggering unit, radius 9) matching (blahblahblah)

    - - - If

    - - - - - - Owner of Picked unit != owner of triggering unit (or if owner of picked unit is an enemy of owner of triggering unit, however you want to set it up)

    - - - Then

    - - - - - - Order triggering unit to attack picked unit

    - - - Else

    - - - - - - (nothing)

    Should work.

    Posted in: Triggers
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    posted a message on baneling pit

    @playpong: Go

    The order won't work because the unburrow ability is a morph. Basically, it's no longer the baneling you started with.

    Posted in: Triggers
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    posted a message on Massive Potential is recruiting!

    If you're still looking for help I suppose I could lend a hand. I already have 2 published projects: Malum Ruina and Eternal Exile.

    My greatest strengths are with triggers, dialogues, and overall game design. I'm also pretty good with getting people to actually play my maps. I'm also no stranger to the data editor, though I haven't really attempted some of the more advanced things I've seen here at Sc2Mapster. I've been looking to join a team for a little while now, so let me know.

    Posted in: Team Recruitment
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    posted a message on Supply Limit

    @PoLoMoTo: Go

    Supply limit is the maximum supply you can have. You should be able to modify it either through triggers, the data editor, or both. As far as triggers go, it should be under "modify player property", although I don't have access to an editor right now so I might be wrong.

    The other thing you could do is reduce or increase the supply cost of every usable unit in the data editor.

    Posted in: Triggers
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    posted a message on [solved] Detect mouse clicks through minimap

    @Builder_Bob: Go

    Just set a switch to TRUE then the mouse button is clicked DOWN, then use another trigger with the event "Left (or right) Mouse button clicked UP" with actions that set the switch to FALSE. Then you can use a while loop that fires while the "Shoot" switch is TRUE.

    Posted in: Triggers
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    posted a message on [solved] Detect mouse clicks through minimap

    @Builder_Bob: Go

    I don't have access to an editor right now but you should be able to detect the UI position and multiply that by a certain value (depending on the size of your map) and you should get an approximate x/y position on the map if your maths are right. Bigger maps would yield more accurate results. You can use a repeating loop (WHILE loop) to update the cursor position and use Mouse Button Clicked as an event in a separate trigger.

    Posted in: Triggers
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    posted a message on Introducing: Malum Ruina

    Mass Infection is basically, for a couple of minutes, all of the dead and infected humans rising to life all over the map (along with other infected creatures.)

    In a (mostly) unrelated development:

    In light of the recent interest in rumors of Psion activity, the Kingston Logistics and Supply Corporation has released the following report:

    "To our shareholders:

    It is clear to us that rumors concerning KLSC personnel with psionic aptitudes have been circulating in the media for quite some time now. We at the KLSC assure you that this is no threat to our operations. In fact, it is quite the opposite. Until now we have been secretly developing new technologies which amplify human psionic talents and have finally made some stunning breakthroughs. With these, we are confident enough to detail the entire program for you now. Rest assured, our facilities are more secure than ever, so it is virtually impossible for the competition to reproduce this new advantage.

    Psionically Inclined Personnel ("Psions" in the shorthand) are men and women who have shown particular traits since a very young age, though in rare cases traits can manifest during pubescence. These traits include minor telekinesis, cognitive manipulation, and matter-energy subjugation. Intrinsically, these traits are very weak, indeed unnoticeable in the vast majority of Psions. Our research has also shown that they can be suppressed for extended lengths of time if necessary. Therefore, it is necessary that we run tests on all of our personnel to see if they possess these traits and, if they do, reassign them to the Research and Development division, where we can study them and help them to achieve their fullest potential.

    Our scientists have reported a vast array of possible uses for Psions, particularly in the Supply and Logistics industries. For example, Psions gifted with advanced telekinesis can easily and cost-effectively move large amounts of freight in and out of cargo holds, replacing expensive machinery and crews formerly necessary for such tasks. Psions gifted in cognitive manipulation can put their skill to use in our Marketing division, creating new and extremely effective advertisement campaigns for our clients. And finally, advanced matter-energy subjugators can stabilize supply costs by converting cheap materials into valuable fuels and resources.

    Fiscal projections which include this new line of Psions in the KLSC workforce show rapid growth in virtually every productive sector, with the most conservative in the 30 percentile range.

    Stockholders should not worry about the labor rights unions protesting the investigative practices used by the KLSC R&D department. We are complying with the Galactic Union Codes in all of our practices (13235; 1231.2-7).

    We at KLSC are proud to be introducing the next generation of human innovation and development. The Psions promise to bring us a new age of growth and prosperity as has never been seen before, and we will be there - humbly guiding this new age to best serve the needs of humanity."

    -Michael Kingston, CEO Kingston Logistics and Supply Corporation

    Posted in: Project Workplace
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    posted a message on Introducing: Malum Ruina

    Version 1.73 & 1.74

    - Fixed an issue causing the game to sometimes crash

    - Restored the -lighting (1-5) command

    - Flashlight has been reverted to its original form, plus it can detect nearby cloaked units

    - New random event: Mass Infection

    - Reduced the Freighter's Max HP to 10000 from 20000

    - Fixed a bug that allowed a player to keep the Medic's heal ability after repicking

    Posted in: Project Workplace
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    posted a message on [trigger]Chat - Any way to disable "to all" chat?

    I use a suitable chat system in my map, Malum Ruina. Occasionally people can see hidden messages but it flashes too quickly for them to glean any useful information from it (except in horribly laggy games.)

    Basically I have it set up to clear chat messages with two triggers: One trigger clears when a chat message is entered, and another runs on an infinite while loop and constantly clears chat messages. This helps reduce the delay because the system doesn't have to wait for someone to enter a message before initializing the trigger to clear chat. Not perfect, but suitable.

    Posted in: Miscellaneous Development
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    posted a message on Introducing: Eternal Exile - Perimeter

    Reserved.

    Posted in: Project Workplace
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    posted a message on Introducing: Eternal Exile - Perimeter

    You control a space colony, with one simple goal in mind: Survival. Gather resources from asteroids to build up your fleet and crush anyone that threatens you. Upgrades carry over to future playthroughs. Only the most skillful commanders will have what it takes to survive the Eternal Exile.

    Eternal Exile is a strategy mod for Starcraft 2 that combines short-term tactical skill with long-term strategic planning. The first installment of the mod is Eternal Exile - Perimeter, where up to three players duke it out in a resource-rich asteroid belt. Each player controls a single fleet that they must use to defeat their opponents and claim control over the sector. Resource Collectors scour the area for minerals which the player can use to produce more ships. Each player earns Tech (vespene gas) at the end of each game which can be spent on persistent upgrades. Each upgrade you buy for a fleet is permanent - for each game after you buy an upgrade, that upgrade will be researched.

    To provide balance, players with a relatively low tech level will gain a bigger bonus at the end of each match compared to advanced players, while advanced players will only receive a small bonus (even if they win the battle.)

    Since upgrades are persistent, Eternal Exile is an ever-evolving game. The more advanced players get, the more complicated their strategies must become for them to remain competitive.

    Screenshots: Screenshots Album

    Posted in: Project Workplace
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    posted a message on stupid problem with zoom

    I have the same issue but I think it's my mouse. I'm using one of the newer Microsoft ones.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Why is DEP crashing Starcraft 2?

    I recently updated my map and everything went fine with public testing, so I published it publicly. But now when I have more than 6 people or so in my map, Window's Data Execution Prevention crashes Starcraft 2 after about 5 minutes. And it doesn't just crash me, it crashes everyone else in the game.

    Does anyone have any insight as to why? Is this the same memory crash that happens to other maps?

    Sigh.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Introducing: Malum Ruina

    Version 1.68

    - Fixed a glitch that occurs when using the ODL or ODL Maintenance

    - Reduced the rolling momentum of grenades

    - Fixed an issue where the nuke would still launch even if the frieghter self-destructs

    - Added new weapon: Sniper Rifle

    - Instead of increasing sight range, flashlights now reveal an area directly in front of the user

    - Modified the default game lighting

    - 2 new items added to Utility Caches: Dynamic Tracker, Field Armor

    - Added a new underground tunnel between the Comm Tower and Garage

    - Several new start points added

    - Fixed an issue where humans would sometimes die instead of being spawned like normal

    - Using the ODL's "Target Core" ability now has a reduced chance of causing a lava flow

    - When a Scanty dies, the owner reverts back to observer mode and, from there, can become a Scanty once more

    - Players can now vote to change the game lighting with the -lighting (1-5) command

    Posted in: Project Workplace
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