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    posted a message on Leaderboard update Failure

    hi, I've done a leaderboard the problem ist the counter for my variable rises every second. It supposed to update the leaderboard only if the condition is true.

        Events
            Timer - Every 1.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in PlayerGroup[1]) == 0
                    Or
                        Conditions
                            (All units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, with at most Any Amount) are dead) == true
                Then
                Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (All units in AiGroup[1] are dead) == true
                        Then
                            Variable - Modify Player1 Points: + 1
                            Trigger - Run Update Leaderboard  (Check Conditions, Don't Wait until it finishes)
                        Else
    
    Posted in: Triggers
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    posted a message on Trigger help

    @DrHu: Go

    yea i managed that but i can't make a revealer to a player group

    Posted in: Triggers
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    posted a message on Is there a way to optimize the Triggers?
    Quote from Kafoso: Go

    @bookerTier: Go

    The player array is pointless. The "player" is actually a player's index number, not the name or some other type of identifier. In the above code you posted this is what is going on in the array:

    Player[1] = 1
    Player[2] = 2
    Player[3] = 3
    Player[4] = 4
    Player[5] = 5
    

    I hope you see the problem.

    Try replacing the "PlayerArray" array with just numbers for starters.

    Yea i already solved it but forgot to say so

    anyways thanks!

    Posted in: Triggers
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    posted a message on getting only params as output + unit attack trigger failur

    hi, i want to ask what could be the matter that all the outputs get written by there param ID and not by their name E.g. Round 1 i get param/blablabla

    a other Question is i made a trigger for the AI which says that the unitgroup A shall attack any unit in unitgroup B the problem is the AI only attacks one unit and stops than. Is there a way to tell the AI to attack any unit which attacks the AI and any unit still left from group B

    Posted in: Triggers
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    posted a message on Trigger help

    @DrHu: Go

    ok i'll try

    Posted in: Triggers
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    posted a message on Is there a way to optimize the Triggers?

    @FuzzYD: Go

    thanks i'll try

    hm not working

                 General - For each integer i from 0 to 5 with increment 1, do (Actions)
                Actions
                    Player - Make player PlayerArray[i] and player 0 treat each other as Enemy
                    Camera - Pan the camera for player PlayerArray[i] to startLocationPlayer[i] over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                    General - Repeat (Actions) 5 times
                        Actions
                            Unit - Create 1 Zergling for player PlayerArray[i] at startLocationPlayer[i] using default facing (No Options)
                            Unit Group - Add (Last created unit) to unitGroupAi[i]
                    General - Repeat (Actions) 1 times
                        Actions
                            Unit - Create 1 Zealot for player 0 at startLocationEnemeyPlayer[i] using default facing (No Options)
                            Unit Group - Add (Last created unit) to unitGroupPlayer[i]
                            Unit - Order all units in unitGroupAi[i] to ( Attack targeting units in unitGroupPlayer[i]) (After Existing Orders)
    

    The PlayerArray got size 5
    Do i've to add more params?

    I attached the map.
    I pasted the pan camera code to the initialization. The other things are in the folder Round 1

    Posted in: Triggers
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    posted a message on Trigger help

    @DrHu: Go

    hm well so what do i've to do to set observers?

    Posted in: Triggers
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    posted a message on Trigger help

    @DrHu: Go i set them to users
    i assume cause i'm the only player it makes me as player 1 and not player 4
    I thought if i join team 4 or team 8 i get counted as player 4 or 8

    Posted in: Triggers
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    posted a message on Trigger help

    I didn't its outside the condition
    i pasted the code at the inititialization trigger

    Posted in: Triggers
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    posted a message on Trigger help

    how do i make it with the player group as you mentioned before ;)
    I want to place player 4 and Player 8 as observers
    The player group Not working.
    Do i've to do a condition if player in team 4 or so?

    Posted in: Triggers
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    posted a message on Trigger help

    i tried something similar

    Player Group - Pick each player in (All players) and do (Actions)
    Actions
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Status of player 4) == Playing
    Then
    Player Group - Add player 4 to Observers
    Else
    General - If (Conditions) then do (Actions) else do (Actions)
    If
    (Status of player 8) == Playing
    Then
    Player Group - Add player 8 to Observers
    Else
    Visibility - Create a visibility revealer for player 4 within (Entire map)
    Visibility - Create a visibility revealer for player 8 within (Entire map)
    not working

    Posted in: Triggers
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    posted a message on Is there a way to optimize the Triggers?
    Quote from Ahli634: Go

    @bookerTier: Go

    Create a function (it's called: action) that does that for a given player (parameter) and execute everything for the player#. Just like in Java...

    Functions are your friends. Use and love them! I've like 25 triggers for 300 functions in my map. Use a switch, if your actions differ for each player. But you can use an array and just read something out of the array based on the player#. I'm using "p#-1" (player number - 1) in nearly every function I've created.

    Can you paste just an example code plz ?

    Posted in: Triggers
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    posted a message on Is there a way to optimize the Triggers?

    hi,
    I'm doing a micro tournament map for 8 Players..
    Round1 triggers


    Camera - Pan the camera for player 1 to spieler1 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 2 to spieler2 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 3 to spieler3 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 4 to spieler4 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 5 to spieler5 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 6 to Spieler6 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 7 to Spieler7 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Camera - Pan the camera for player 8 to Spieler8 over 0.3 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
    Unit - Create 8 Zergling for player 1 at spieler1 using default facing (No Options)
    Unit Group - Add (Last created unit) to EinheitenGruppeSpieler1
    Unit - Create 8 Zergling for player 2 at spieler2 using default facing (No Options)
    Unit Group - Add (Last created unit) to EinheitenGruppeSpieler2
    Unit - Create 8 Zergling for player 3 at spieler3 using default facing (No Options)
    Unit Group - Add (Last created unit) to EinheitenGruppeSpieler

    It seems to me very bad way of working with triggers cause the whole code duplicated.
    I mean in e.g. Java i make a function and call it if i need the code. I can't imagine that this solutions isnt implicated in the galaxy editor

    Posted in: Triggers
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    posted a message on Units die after few Sec + Units do not spawn

    thanks.

    Posted in: Triggers
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    posted a message on Units die after few Sec + Units do not spawn

    hi, I'm triying to create a micro tournament map using Tempest as a map. Anyways I've following problems:

    1. Units die after a few sec
    2. Units do not spawn The script i'm usingis based on the script from micro platinum tournament , cause I'm not familiar with the Galaxy Editor . I'm using the German distrubition of SC2 so i guess the trigger text will not help very much, so i uploaded the map https://rapidshare.com/files/843243091/tempestMicAnfang.SC2Map
    Posted in: Triggers
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