• 0

    posted a message on Newbie Wednesday- Ask Questions!

    How do I make Overlords with Banelings inside them, and so the Overlords are moving to a location, dropping the banelings and the banelings attack everyone in that area?

    And how do I make it so Overlords spread creep at anytime in the game whenever they have the upgrade they need to do it?

    Thanks :)

    Posted in: General Chat
  • 0

    posted a message on How exactly does camera zoom work?

    In order to focus the camera on different places you have to make points.

    An example of how this could be done is:

            Camera - Apply Kerrigan Start for player 1 over 7.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
    

    "Kerrigan Start" is in this case a point on the map. If you want to change the direction of the camera afterwards you just do another trigger again. Remember to use Wait triggers to make the camera actually reach your target before it switches to the next one.

    Its at least how I do it. I made the triggers for 6 months ago though, so I'am a bit rusty on this part as well..

    ABOUT THE CAMERA ZOOM: Double click on your placed camera (remember to press C to access it), there is a lot of options you can go trough there. Including distance and angle on the camera.

    Posted in: Triggers
  • 0

    posted a message on Newbie Wednesday- Ask Questions!

    It's a shame I didn't knew about this thread until now.. Had a lot of questions, but asked here on SC2Mapster and solved some of those :)

    I can see if I dig something up while working at my map today. Maybe I need some help with something :P

    Posted in: General Chat
  • 0

    posted a message on Rate the guy's avatar above you

    I like it :)

    9/10

    Posted in: Off-Topic
  • 0

    posted a message on [Solved] Camera Problems.

    Ok guys. This might sound VERY WEIRD, because IT IS..

    I deleted Giantolisk and Nydus Worm (Canal), replaced them with the same units at the same locations, changed the triggers to the new targets, and guess what.. It works.

    Umm.. Could somebody explain this to me? Well.. It works! :)

    Helral, it was the first I checked when I experienced the error, but thanks for helping anyway ;)

    Alright, the problem seems to be fixed (for now), thank you so much for your help Ducky The Duck. I really appreciate it a lot! <3

    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    Yeah, I guess.. I think I have to recreate the entire camera trigger. It may be faster than looking for the error somewhere.

    Posted in: Triggers
  • 0

    posted a message on Remove Player Units When Not In The Game

    Hehe, it wasn't worse? :)

    Remove Units 1
        Events
            Game - Map initialization
        Local Variables
        Conditions
            (Status of player 1) == Unused
        Actions
            Unit Group - Pick each unit in Unit Group 007 and do (Actions)
                Actions
                    Unit - Remove (Picked unit) from the game
    

    I only had to change the (Triggering Unit to Picked Unit) as you explained DuckyTheDuck. Thank you so much! :)

    And many thanks to you Nerfpl as well for guiding me trough the correct steps!

    Now I only need to test with my friends the trigger "leaves the game", but I will get to that when my map is completed ;)

    Thanks again <3

    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    Like this you mean? It didn't work either :S

        Conditions
            And
                Conditions
                    (Giantolisk [167.59, 171.79] is alive) == False
                    (Nydus Worm (Canal) [64.00, 32.00] is alive) == False
    
    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    @DuckyTheDuck: Go

    I tried doing this:

        Conditions
            And
                Conditions
                    ((Unit 2 from Unit Group 008) is alive) == False
                    ((Unit 1 from Unit Group 008) is alive) == False
    

    But with no luck. I will see if I can find a way to fix this...

    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    I did as you told me and it looks like whenever any unit dies the trigger fires. I will see if I can recreate the unit group, maybe it will work?

    EDIT: Nope, I tried to change the Unit Group 1 to something else, then add Unit Group 8 as the Giantolisk and the Nydus Worm.

    Still nothing and when any unit gets killed the trigger fires.

    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    @DuckyTheDuck: Go

    (All units in Unit Group are dead) == True

    The Giantolisk and the Nydus Worm is already stored in the "Unit Group" because: Unit Group = (Units in Unit Group 001 owned by player 5, with at most Any Amount) <Unit Group>

    It worked before. I don't know what made it to not work..

    Posted in: Triggers
  • 0

    posted a message on [Solved] Camera Problems.

    Hello everyone.

    I have a big problem regarding the camera. For no reason the camera trigger starts whenever any unit gets killed. It will restart again and again and again for each unit that has been killed. I haven't done anything in the camera trigger for a while, but I will post it for you anyway (maybe you can find what is wrong?)

    Kerrigan Start
        Events
            Unit - Giantolisk [167.59, 171.79] dies
            Unit - Nydus Worm (Canal) [64.00, 32.00] dies
        Local Variables
        Conditions
            (All units in Unit Group are dead) == True
        Actions
            Unit - Show Zeratul [98.88, 7.10]
            AI - Pause AI time
            Unit - Pause all units
            Unit - Unpause Kerrigan (Char) [6.90, 164.28]
            Unit - Unpause Hunter Killer [54.95, 117.57]
            Camera - Save the current camera settings for player 1
            Camera - Save the current camera settings for player 2
            Camera - Save the current camera settings for player 3
            Camera - Save the current camera settings for player 4
            Cinematics - Turn cinematic mode On for (All players) over Immediate seconds
            Visibility - Reveal Cinematic Revealer for player 1 for 19.0 seconds and Do Not check cliff level
            Visibility - Reveal Cinematic Revealer for player 2 for 19.0 seconds and Do Not check cliff level
            Visibility - Reveal Cinematic Revealer for player 3 for 19.0 seconds and Do Not check cliff level
            Visibility - Reveal Cinematic Revealer for player 4 for 19.0 seconds and Do Not check cliff level
            Unit - Show Kerrigan (Char) [6.90, 164.28]
            Camera - Apply Kerrigan Start for player 1 over 7.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
            Camera - Apply Kerrigan Start for player 2 over 7.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
            Camera - Apply Kerrigan Start for player 3 over 7.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
            Camera - Apply Kerrigan Start for player 4 over 7.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
            General - Wait 8.0 Game Time seconds
            Unit - Order Kerrigan (Char) [6.90, 164.28] to ( Attack targeting Attack location) (Replace Existing Orders)
            Sound - Play TValerian01Kerrigan00028 for (All players) (at 100.0% volume, skip the first 0.0 seconds)
            General - Wait 2.0 Game Time seconds
            Camera - Apply Zeratul Start for player 1 over 7.0 seconds with 100% initial velocity, 3% deceleration, and Include Target
            Camera - Apply Zeratul Start for player 2 over 7.0 seconds with 100% initial velocity, 3% deceleration, and Include Target
            Camera - Apply Zeratul Start for player 3 over 7.0 seconds with 100% initial velocity, 3% deceleration, and Include Target
            Camera - Apply Zeratul Start for player 4 over 7.0 seconds with 100% initial velocity, 3% deceleration, and Include Target
            General - Wait 10.0 Game Time seconds
            Unit - Unpause all units
            AI - Unpause AI time
            Cinematics - Turn cinematic mode Off for (All players) over Immediate seconds
            Camera - Apply (Default game camera) for player 1 over 2.0 seconds with 65% initial velocity, 10% deceleration, and Include Target
            Camera - Apply (Default game camera) for player 2 over 2.0 seconds with 65% initial velocity, 10% deceleration, and Include Target
            Camera - Apply (Default game camera) for player 3 over 2.0 seconds with 65% initial velocity, 10% deceleration, and Include Target
            Camera - Apply (Default game camera) for player 4 over 2.0 seconds with 65% initial velocity, 10% deceleration, and Include Target
            Camera - Restore the saved camera settings for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Camera - Restore the saved camera settings for player 2 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Camera - Restore the saved camera settings for player 3 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Camera - Restore the saved camera settings for player 4 over 0.0 seconds with Existing Velocity% initial velocity and 10% deceleration
            Ping - Ping the minimap at Zeratul Spawn for (All players) over 3.0 seconds, using the color (100%, 100%, 100%)
            Sound - Play TZeratul01Kerrigan00011 for (All players) at Zeratul Attack with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
            Unit - Make Zeratul [98.88, 7.10] Deal Mega damage
            Unit - Order Zeratul [98.88, 7.10] to ( Move targeting Zeratul Attack) (Replace Existing Orders)
            General - Wait 15.0 Game Time seconds
            Unit - Pause Zeratul [98.88, 7.10]
            General - Wait 30.0 Game Time seconds
            Unit - Unpause Zeratul [98.88, 7.10]
            Unit - Order Zeratul [98.88, 7.10] to ( Attack targeting Kerrigan Spawn) (Replace Existing Orders)
            Sound - Play TZeratul01Zeratul00034 for (All players) (at 100.0% volume, skip the first 0.0 seconds)
            General - Wait 45.0 Game Time seconds
            Sound - Play TValerian03Kerrigan00005 with "" using "" for (All players)
            UI - Display "Kerrigan: The pain! Damn that curse..." for (All players) to Subtitle area
            General - Wait 5.0 Real Time seconds
            Unit - Kill Kerrigan (Char) [6.90, 164.28]
            Unit - Pause Zeratul [98.88, 7.10]
            General - Wait 6.0 Game Time seconds
            Sound - Play TZeratul03Zeratul00047 (Unnamed) with "" using "" for (All players)
            UI - Display "Zeratul: I sense... pain. Surprise...." for (All players) to Subtitle area
            General - Wait 9.5 Real Time seconds
            Unit - Unpause Zeratul [98.88, 7.10]
            Unit - Kill Zeratul [98.88, 7.10]
            General - Wait 2.0 Real Time seconds
            UI - Display "Commander: Seems like Zeratul sacri..." for (All players) to Subtitle area
    

    As you can see, this trigger doesn't start until the 2 units have been killed, however it starts when any unit gets killed.

    Thanks for all help regarding this issue! :)

    Posted in: Triggers
  • 0

    posted a message on Remove Player Units When Not In The Game

    This is what I came up with: "Maxplayers" is a variable (Integer) with size 4. "Player Group" is type Player Group with size 4.

    Still... No luck :/

    Remove Units 2
        Events
            Game - Map initialization
        Local Variables
        Conditions
            (Number of players in Player Group[4]) == Maxplayers[4]
            ((Picked player) is in Player Group[4]) == False
        Actions
            Unit Group - Pick each unit in Unit Group 004 and do (Actions)
                Actions
                    Unit - Remove (Triggering unit) from the game
    
    Posted in: Triggers
  • 0

    posted a message on Remove Player Units When Not In The Game

    Ok, I couldn't find how to check the amount of active players..

    Some more information would be nice :) Thanks.

    Posted in: Triggers
  • 0

    posted a message on Remove Player Units When Not In The Game

    Hi there!

    I need some help with some triggers. I have tried some solutions, but I can't get it to work.

    Here is what I want it to do: It is a 4 player map, but if there is only two players playing it, then I want the starter units for player 3 and 4 to be removed. Also, when a player leaves in the middle of the game, I want to give the control of the leaving player to the other players on the team.

    I have tried:

    Remove Units
        Events
            Game - Map initialization
        Local Variables
        Conditions
            (Status of player 1) == Unused
            (Status of player 1) == Left The Game
        Actions
            Unit Group - Pick each unit in Unit Group 003 and do (Actions)
                Actions
                    Unit - Remove (Triggering unit) from the game
    

    and

    Player 1 Leaves
        Events
            Player - Player 1 leaves the game with Any
        Local Variables
        Conditions
        Actions
            Unit - Remove Probe [172.94, 15.45] from the game
            Unit - Remove Hero Sentry [172.08, 16.00] from the game
    

    and another one I found here at SC2Mapster, but with no success.. Thanks for all help! :)

    Posted in: Triggers
  • To post a comment, please or register a new account.