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    posted a message on Could some one take a look at my trigger?
    Type "Start" to run the randomizer, its pretty basic all and all, but I only had like 15 minutes... I was trying to get some kinda chat string so you could just type the size of the grid you want in order to start it, but I ran out of time. It generates 9 random numbers that never repeat and prints them into the chat. Two important parts... the first trigger runs a loop based on the grid size, all it does is run the lottery trigger and >>>Waits until it finishes<<< The second trigger just keeps running over and over until it finds a value it hasn't found before and then prints it to the chat. I could have made it alot fancier, but this will be completely random and you can easily control the grid size. Hope it works for you. Edit: It is throwing everything into the global data table because I am lazy, you will want to have an actual array or at least clear the data table so it can run more then once if you actually were to use it.
    Posted in: Triggers
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    posted a message on Help please! Hard Triggers :S
    You could probably do it this way, putting a region at every single obstacle, and then applying a buff when a unit enters a region and telling it that only certain other regions are allowed to hit units. But its alot easier just to give the projectiles being fired collision and let them hit terrain like normal units. Smashcraft is a popular map with an example of projectile collision.
    Posted in: Triggers
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    posted a message on [bank] encryption of Unit type variable
    Starcode is to compress integers into strings. If your already working with strings then there should be no reason to compress it when it comes to the size of information... If your only looking to do the encryption/security part, you could just say... store everything in an array at seemingly random and and then design a cipher to pull the data out in the correct order. But I can't even see a point in doing that since the editor has a built in locking mechanism when you go to publish.
    Posted in: Triggers
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    posted a message on Holding Set Rotations?
    Well, I can honestly say I don't know where pitch is controlled. I thought it might have been in the same place as the height control for the phoenix graviton beam behavior, since that modifies height I figured there might be a pitch/yaw tag somewhere as well but no luck. The ONLY thing I can think of is something like when the voidray dies, have it fire a projectile with the model of a voidray, and remove the actual voidray... projectiles seem to naturally have a pitch that steers toward their target. I know it sounds heinous and totally lame, but it would probably work. And since it's an attack you could even have it "crash".... like it could do a siege tank type aoe where it hits for instance. Since its a projectile it would be perfectly happy doing those type of things. lol Sorry I couldn't be of more help. Maybe someone else can.
    Posted in: Triggers
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    posted a message on Why is this not MUI?
    Your If statement contains arrayIndex which is the ((Triggering player) - 1) but your text hide action says only (Player group((Triggering player))) Could that be leading to it? If so simply changing triggering player in the action to match the arrayIndex or doing a arithmetic of (triggering player) - 1 would fix it. Let me know. Edit: Sorry, must be late for me too... its actually the reverse of what I said... anytime you use (Triggering player) - 1 you will always be talking about a player other then the one who did the action. So if player 2 presses "t" then the triggering player -1 is player 1.
    Posted in: Triggers
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    posted a message on Holding Set Rotations?
    Unit - Make (Triggering unit) face (Point(0.0, 0.0, 0.0)) over 0.0 seconds Like that? Or do you need the trigger to actually control its movement toward the point as well? There are also actions like: Unit - Make (Triggering unit) face ((Position of (Triggering unit)) offset by 0.0 height) over 0.0 seconds If you wanted it look below itself(dive bomb), obviously if you wanted it to slowly dive toward the ground change the over 0.0 seconds to like 1 second or something. Your description of what you wanted is a little generic and hard to work with. Those are only guesses as to what you might be looking for.
    Posted in: Triggers
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    posted a message on Owner of created unit
    Units like archon, broodlords ect which morph may not be picked up by the generic Any Unit created event, if they are picked up it would be after the morph finished. So if you wanted to remove all the players units at some point you would still have a handful of morphed units hanging around and possibly a few trigger errors from attempting to remove units that don't exist but that have never died and therefor never been removed from the variable. Also any pre-placed units would not be added to the variable and therefor not be removed.
    Posted in: Triggers
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    posted a message on Owner of created unit
    Actions Unit Group - Pick each unit in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Actions Unit - Kill (Picked unit) ^_^ If you actually wanted to track them all throughout the game, you will want a Data Table to store all the units. Although you could use a String Variable Array. If you only wanted to kill them at a certain point, then thats your trigger. Just add an Event you want like "timer runs out" and your good to go.
    Posted in: Triggers
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    posted a message on Placing units like warpgates
    So I was kinda interested in this, looked around a little, the actor events for the warpgate look like this... Field Warp Train Start Event - Events + (SoundDone|Abil.WarpGateTrain.TargetStart|Abil.SuperWarpGateTrain.TargetStart):(||):(Destroy|Create|Create) Toward the end there is a TargetStart which does the action Create, so basically the model for what you want to warp in is created when you start to target where you would warp it in at. So that part is easy. Now I haven't tried it yet, but probably to get it to stay with your mouse you would need to change the Host -> Subject of the Actor as well. The Host Subject for the warpgate training is Implicit _Selectable. I assume that means it attaches the actor to what your selecting? Anyway. It might work. The rest should be as simple as adding units to the command card of the warpgate. Don't even think triggers are necessary if the first part works.
    Posted in: Triggers
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    posted a message on Redundant element choices?
    I have a liberty and a liberty multi one. Even maps without this issue have those 2 dependencies.
    Posted in: Triggers
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    posted a message on [Solved] Check if 2 units are dead

    For this you will need a Variable named say "CannonsKilled". If your working with multiple lanes you might want a variable for each lane like Cannon(Top) Cannon(Bottom) Cannon(Middle) ect... An array would work fine for that.

    There are other ways I am sure, but I would write it like this...

        Events
            Unit - Any Unit dies
        Conditions
            (Triggering unit) == Cannon
        Actions
            Variable - Modify CannonsKilled: + 1
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    CannonsKilled == 2
                Then
                    Unit - Make Structure A Vulnerable
                Else
                    General - Wait (9001.0 / 0.0) Real Time seconds
    
    Posted in: Triggers
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    posted a message on Event, any unit of this type dies?

    Well, you can either create a behavior that temporarily removes unit collision and add it to the new barracks when it's being placed and then remove it... Or rather then morph I would do some replace unit stuff like:

    Event
            Unit - Any Unit takes Fatal Any damage (from Any effects)
    Condition
            (Triggering unit) == Barracks
    Action
            Unit - Replace (Triggering unit) with a Barracks using New Units's Max vitals
    

    Might be a better wait to write that although it would work.

    Posted in: Triggers
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    posted a message on Event, any unit of this type dies?

    Use the event Unit - Any Unit Dies

    Add a Comparison condition and change it to Triggering Unit == supply depot(or if you don't have a preset supply depot a unit variable with supply depot in it)

    Add an action Create Units Facing Angle then change the Point to Position of Unit under functions, it should set it to the triggering unit position automatically, finally change the unit created to some destructible rocks.

    Posted in: Triggers
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    posted a message on Redundant element choices?

    So, when I create a new map, some of the time I get multiple choices like this in the trigger editor. I assume its because of some redundant dependencies somewhere and its just listing all my "options" from each one but I have no clue how to find them or remove them...or even if thats what is causing this. If anyone knows a solution or has any ideas to fix this it would be great.

    The data editor is fine, nothing redundant, same for textures/terrain/doodads ect... just the triggers module.

    Image related, its the problem.

    Posted in: Triggers
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    posted a message on [Tutorial, Trigger, Semi-Beginner] How to make a Zergling Climb a Wall.

    Very awesome. Based on the title I was 90% sure it was gonna be zerglings with reaper packs ability >_< Happily surprised =)

    Posted in: Tutorials
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