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    posted a message on Unexplainable error

    @o3210: Go

    Thanks how did you fix my trigger like that?

    Posted in: Triggers
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    posted a message on Unexplainable error

    Something is wrong with this action definition... For some damn reason i don't understand. It worked before and also works for another similar trigger, but a third similar trigger also doesn't function correctly. It screws up where the Initiation Timer is created. I don't know if just the creation isn't working or the show, but everything since the timer creation is not working. No timer pops up, and the rest of the trigger does not complete.

    I get the error "Trying to access an element past the end of an array," while the array for the variable BattlePlayerGroup[] is clearly large enough as it works fine for earlier actions.

    Trigger below thanks to o3210.

    Posted in: Triggers
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    posted a message on Script Limit effects?

    @DuckyTheDuck: Go

    My Mapscript.galaxy size is 358 KB. I have been compressing my map as I save it and I don't know if that makes a difference, though I don't think so.

    That shouldn't be too big should it...? I've heard it's actually something like 2MB.

    I've noticed that my triggers are generally screwing up some long ones, and aren't completing all of the actions. And it does not stop at a chunk of actions at the end it does not complete, but rather fails to execute certain ones.

    I think the problem is now centered around a crucial Player Group array that I'm using...

    Posted in: Triggers
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    posted a message on Script Limit effects?

    I've suddenly started to have quite a few problems on my b-net map. Triggers are just sometimes not working properly. I keep getting "end of array" trigger errors when they really shouldn't be there and weren't there before. I noticed one specific trigger did not work correctly the first time, but then worked fine all subsequent times. Some work off-line rather than online. When I fix one, it seems like another one messes up. Are these signs that I have too much trigger script? I certainly have a ton. If Mafia has reached the limit I almost definitely have.

    Where can I tell if I've reached the limit? And can I assume this is what is messing my game up if I'm not noticing any other reason why stuff is messing up?

    Posted in: Triggers
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    posted a message on Triggering off "Any Ability"

    @BootleZoke: Go

    Don't use the unit selection suggestion because on B-net there will be a delay and orders won't execute for all units within a second or so of selecting.

    Instead of using Unit Uses Ability event use the Unit is Issued Order event like Kueken suggests. This will allow you to put everything on the same trigger by using an If Then Else-If function that can check for the ability ordered and/or type of the commander unit you're using.

    Posted in: Triggers
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    posted a message on How do you set a Dialog Button to become Highlighted when Clicked?

    @Mesden: Go

    I just disable it. Grays it out and as a plus, effectively disables the trigger for that button/player until it is re-enabled.

    Posted in: Triggers
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    posted a message on Getting units abilities from a string

    You can't get an ability with a string. I spent a lot of time trying to do this earlier, and the function just isn't there. I have never used items in the editor, but the way I eventually got around my problem was to create a long If Then Else-If function that checks for something (in my case it was an Ability for Triggering Command), then recalls a specific ability that the item is related to.

    Posted in: Triggers
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    posted a message on Create units in region HELP

    @Taintedwisp: Go

    Would be better to make individual points instead of regions. There isn't a function to fill up a region with units or anything. You can make points and then have random offsets in random directions to randomly spread out units if you want.

    The best way to make a whole lot of units would be to use loops. There are several types. The best would probably be a "for each integer" loop. You can make loops within loops if you want to say, make 9 different units at 9 different points each.

    Set the unit types you want to create within a Unit Type variable array and use the array within the loops.

    Posted in: Triggers
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    posted a message on Warped unit to unit group help

    @AMtrane: Go

    Event: Unit is created by Effect or Ability Action: Add (created unit) to control group # for player (Owner of Triggering Unit)

    Might have to make multiple events for the different effects of the trigger.

    Posted in: Triggers
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    posted a message on Help with victory and defeat conditions

    @TGCID281: Go

    Okay... does each player only have and control 1 unit?

    Make an Integer variable "Player's Team," with an array size of the # of players possible in the game. Make another Integer variable "Team # Of Units," with an array size of the number of teams in the game.

    When the game starts set Player's Team[a] = The team number that player "a" belongs to, for each player in the game. Set Team # Of Units[b] = The number of players in each team. Add all players in team 1 to Player Group Team 1 Add all players in team 2 to Player Group Team 2

    Event: Unit dies Conditions: Whatever Actions: Modify Variable: Team # Of Units[Player's Team[Owner of Triggering Unit]] -1

    If Then Else-If If Team # Of Units[1] = 0 Action: Set Victory for players in Player Group Team 2 and Defeat for players in Player Group Team 1

    Else If Team # Of Units[2] = 0 Action: Set Victory for players in Player Group Team 1 and Defeat for players in Player Group Team 2

    This should give you a good idea.

    Posted in: Triggers
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    posted a message on Morph Unit Problem

    @PsychoMC: Go

    Yeah morphing can be a bitch sometimes, but for one it looks like you have both a Create and Destroy action on that single actor when it morphs from Kerrigan 3. I don't have my editor on me but it looks like those two will conflict. And you need to have multiple actors for each unit in the morph phase if your morphing is going to work at all, each actor with their own create and destroy functions tailored to their position in the morphing phases.

    Posted in: Data
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    posted a message on Self heal ability doesn't work when it is activated via trigger

    @zack_falcon: Go

    I have a hunch that your Issue Order action isn't set up properly. If it is an ability without a target you need to select "Issue order without target" in the parenthesis. Other than that, you can check the cost or any validators on the ability. Recheck the Event to make sure the correct player trigger and unit variable are set.

    Posted in: Data
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    posted a message on Missile Impact on Bridges

    I've put Light Bridges in my map, made by just adding the doodads and creating pathing beneath them over chasms. My problem is that missile animations that target points like a "Toss Grenade" are falling through the bridges into the chasm below, although the effect animations still work atop the bridges. How do I fix this? I guess something with the action animation impact host but I don't know what.

    Thanks

    Posted in: Data
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    posted a message on Projectiles exploding at source unit after target units' death

    @Ranuglin: Go

    It was a problem with the "Action" actor. I forget what the tabs are exactly called, but in the actor there are impact/launch hosts and site operations. The host determines where the impact animation plays, and site operations are positional modifiers like head, chest, weapon, etc. The problem likely was that the impact host was modified to something incorrect. Usually the default "implicit" works when you want a missile to hit something, which is probably why it worked when you redid it.

    Posted in: Data
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    posted a message on Custom health bars with Dialogs

    1. Health bars: Is there a way to make custom health bars that are tailorable besides using progress bar dialog items? I don’t want my bars to be heavily trigger reliant because I’m planning to have up to 24 running at a time and I fear I have too many triggers already, so I don't want new triggers to be running every time a unit takes damage. For example, can the Boss Bar be modified to be more compact? I’ve tried to alter its size but there’s just a lot of wasted space.

    Posted in: Triggers
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