Perhaps you could have the map pre-place town halls at all the start locations and generate the points based on the positions of the players, then subsequently remove them?
If this is for an extension mod which should work for standard ladder maps like Iron Fortress then that's not an option.
Another (not-100%-reliable) solution might be to use PointFromId(int id). This is a native function that returns a pre-placed point with the given ID. It's used behind the curtains when you pick a pre-placed point in the UI trigger editor and there's no corresponding UI trigger action for it, but you could easily make one yourself.
It's not foolproof because some melee maps could have pre-placed points other than starting locations and there's no way to distinguish between normal points and starting locations in script. Also, the IDs don't necessarily correspond with the starting location numbers if they weren't placed in sequential order (i.e. point 1 == starting location 001, point 2 == starting location 002, etc).
So at best, this approach can give you points which are probably starting locations and maaaybe in the right order.
Deleting everything in the map and starting again is not what i want because, what i wanted was a map where i could use organic cliffs and the one i have is platform. If there could be a way to replace platform for organic that would be super. Cause that way i wouldnt have to create a new map although learning how to transfer data would help a lot.
You can change the texture set under Map → Map Texture Sets...
Important: This is my feedback from my first try. Ill obviously keep on trying until i figure something out. What i really want is some organic cliffs on my map. Thats what i really want. But i started working on a platform map, and i really dont know if its possible to mix both kinds of cliffs on one map. If its possible great, if its not then is it possible to delete everything on my map and switch the map kind to one with organic cliffs without losing the data? That would be super!! At least while i figure out how to do the mods and stuff. Thanks people.
As I said, you can change the texture sets under Map → Map Texture Sets... You can even use two different texture sets in the map at the same time, using the Texture Set brush. However, it seems you can't use the cliffs from a texture set other than the primary one for some reason. You could swap one of the cliff types with another or add cliff types to your primary texture set in the data module if possible. A texture set can have up to 4 cliff types.
Yes, it's possible. You can copy the relevant files from a map saved as .SC2Components, or you could just copy the whole map and delete everything except the data and start with that as your "new map". Another option, if you can plan for it in advance, is to have this data in a mod that can be used as a dependency, eliminating the need to copy anything and allowing you to update the data for multiple maps easily. The simplest solution, copying & pasting individual (or multiple) catalog entries in the data module between documents, also works. If you wanted to copy everything, you could just set the "source" filter to <your map name>, select all, copy, switch documents and paste. You have to do this for each catalog separately.
Not really needed to convert to GUI, but there are also these other two sections above which initialize the trigger in the script version.
I hope that helps.
The first part is the event registration, actually.
TriggerAddEventMapInit(trigger t); translates to the Map Initialization event.
What you called the event earlier is just a check if the trigger should be run or just have its conditions evaluated, as in when using the Evaluate Trigger Conditions function.
And if you had conditions for the trigger they would be above that, and local variables above those.
I'd try to give the unit a Click Response behavior, with the Count field set to 2 and the Count Delay set to a suitably short time. Then you could run an arbitrary effect, which you could detect via triggers.
So for example, to check the shield max bonus of a buff behavior:
shieldsmaxbonus=(ValueofBehaviorsRestoreShieldsModification.VitalMaxArray[1] for player 1 as an integer) <Integer>
You can figure out these indexes by enabling "View Raw Data" and drilling down in the field column (double-click to expand/collapse arrays). This is easier if you've already changed the values as it will be highlighted in green near the top of the table. Indexes are 0-based.
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If this is for an extension mod which should work for standard ladder maps like Iron Fortress then that's not an option.
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I'm baffled, but I'd like to see the map itself.
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No.
Another (not-100%-reliable) solution might be to use PointFromId(int id). This is a native function that returns a pre-placed point with the given ID. It's used behind the curtains when you pick a pre-placed point in the UI trigger editor and there's no corresponding UI trigger action for it, but you could easily make one yourself.
It's not foolproof because some melee maps could have pre-placed points other than starting locations and there's no way to distinguish between normal points and starting locations in script. Also, the IDs don't necessarily correspond with the starting location numbers if they weren't placed in sequential order (i.e. point 1 == starting location 001, point 2 == starting location 002, etc).
So at best, this approach can give you points which are probably starting locations and maaaybe in the right order.
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It's better to copy & paste the catalog entries in the table, as XML won't copy the localized text strings.
Make sure you change the file name if you save it in the same folder as the existing map file. If you don't it can cause an error like that.
You can change the texture set under Map → Map Texture Sets...
You should be able to copy & paste the data into a mod the same as you'd paste it into a map.
See the previous answer. Dependency is just another word for mod, used in the context of a map/mod using (or "depending on") a mod.
Try copying & pasting in table view.
As I said, you can change the texture sets under Map → Map Texture Sets... You can even use two different texture sets in the map at the same time, using the Texture Set brush. However, it seems you can't use the cliffs from a texture set other than the primary one for some reason. You could swap one of the cliff types with another or add cliff types to your primary texture set in the data module if possible. A texture set can have up to 4 cliff types.
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Yes, it's possible. You can copy the relevant files from a map saved as .SC2Components, or you could just copy the whole map and delete everything except the data and start with that as your "new map". Another option, if you can plan for it in advance, is to have this data in a mod that can be used as a dependency, eliminating the need to copy anything and allowing you to update the data for multiple maps easily. The simplest solution, copying & pasting individual (or multiple) catalog entries in the data module between documents, also works. If you wanted to copy everything, you could just set the "source" filter to <your map name>, select all, copy, switch documents and paste. You have to do this for each catalog separately.
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That'd be Issue Order. What's the reason you don't want to use it?
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The first part is the event registration, actually.
TriggerAddEventMapInit(trigger t); translates to the Map Initialization event.
What you called the event earlier is just a check if the trigger should be run or just have its conditions evaluated, as in when using the Evaluate Trigger Conditions function.
And if you had conditions for the trigger they would be above that, and local variables above those.
E.g.
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I'd try to give the unit a Click Response behavior, with the Count field set to 2 and the Count Delay set to a suitably short time. Then you could run an arbitrary effect, which you could detect via triggers.
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Use the action Set Alliance Aspect.
E.g.
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LOL. Says the guy who suggests frame-by-frame animation using actor events and timers.
Minimap pings are models, so just find the model that looks like that. This is a much simpler and the only sane solution.
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For shields, use index 1.
So for example, to check the shield max bonus of a buff behavior:
You can figure out these indexes by enabling "View Raw Data" and drilling down in the field column (double-click to expand/collapse arrays). This is easier if you've already changed the values as it will be highlighted in green near the top of the table. Indexes are 0-based.
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Same problem here.
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You can check if a string can be converted to an integer by doing a search & replace of all digits to "" (nothing) and then checking string length.
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Same problem here. I don't know of any solution...
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FYI you can import and use custom fonts.