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    posted a message on Several Units Moving across 7 locations at various times....

    I am working on a trigger to get any unit owned by the computer that enters any (of 7) regions to move to the next region based on what location they enter. I have an array of points variable (Array_Regions[7]) and a separate trigger that assigns each Array_Region[x] to a region. For example, say 3 regions named loc1, loc2 and loc3. If any unit enters any region (loc1, loc2 or loc3) move them to the next loc in the 'list'. If a unit enters loc2, move it to loc3 while at the same time be able to move units that enter loc1 to loc2 (if it occurs).

    How can I achieve this in 1 trigger?

    Posted in: Miscellaneous Development
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    posted a message on Very simple UI question

    I currently did this myself, if your a patient one you can just wait till my map is released. Or you can just take my triggers and modify them to fit your needs. First you have to create some variables though. In my triggers the variables all start with btn_ except for the window name which is Dialog Unit Builder Bar.

    • Create variables of type Dialog Item for every button you need.
    • Create one variable of type Dialog for the window.

    For the Window.

            Dialog - Create a Modal dialog of size (615, 175) at (0, 270) relative to Center of screen
            Dialog - Show (Last created dialog) for (All players)
            Variable - Set Unit Builder Bar = (Last created dialog)
    

    For the buttons.

            Dialog - Create a Button for Dialog Unit Builder Bar with the dimensions (76, 76) anchored to Top Left with an offset of (40, 36) setting the tooltip to "Marine  Damage: 6  Your basic fight..." with button text "" and the hover image set to ""
            Variable - Set btn_Marine = (Last created dialog item)
            Dialog - Create an Image for Dialog Unit Builder Bar with the dimensions (77, 77) anchored to Top Left with an offset of (40, 36) setting the tooltip to "" using the image Assets\Textures\btn-unit-terran-marine.dds as a Normal type with tiled set to true tint color White and blend mode Normal
    
    Posted in: Miscellaneous Development
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    posted a message on New wave of invite a friend!

    Makes me wish I had friends that had battle.net accounts. It's sad when you own ever game made by blizzard, played in almost every public beta they had, are a die hard fan of SC, have read all the novels, purchased the board game and still don't have a beta key. Such is life I guess.

    Wish I had the cash to drop on the pre-order :(

    Posted in: General Chat
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    posted a message on Maximum units on map
    Quote from volgothian: Go

    Wow. That's kickass. Could you tell if any of the units were having trouble moving? From your description, it seems you found a certain limit to how well the game performs with so many units, but i was wondering if there is a point where adding more units does not effectively increase offensive capability because they've surpassed the limits of the game to provide such capability. It's probably nowhere near as high as 26000 :P

    I think what I'm asking is, is there a point when there are so many units, the units stop moving or attacking? Not necessarily enough to lag out the game, mind you, but enough to cause movement or attack scripts to slow to a crawl or not work as they should?

    It depends on your system somewhat. I am using a weak computer with on board graphics and it pretty much turns to a slide show when I have 20-30 roaches moving across my screen. As far as I can tell, "Can not create more units" is a thing of the past. While I am sure there is an exact number that will start slowing down any system, since it's based on computer specs anyways, that number will be different for everyone.

    So in short, the max number of units depends on your system specs.....

    Posted in: General Chat
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    posted a message on What is with these unit/ability 'trees'

    So, you're wanting to get a missle to shoot from a unit it wasn't made for? Like, the lightening bolt from an archon shooting from a drone for example? If so, I'll tell you how I did it.

    Posted in: Miscellaneous Development
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    posted a message on A few editor questions (Triggers/Data Editor/Pathing)
    Quote from TheYokai: Go

    @bulletbutter: Go

    I honestly just thought that was just an alternative to the pathing layer, or are they somewhat different? o_o

    As for the other part, I get that the basic premise should be done mostly through triggers, but does anyone have a good idea of how to make it so that I don't have to re-do the triggers every map? I want this to be like a "gametype" so having something that can load all of the basic triggers into a "new map" file would be wonderful. I've seen .sc2mod or something along those lines, is there some way to make a "mod" file that can be referenced by several maps? (I know it's a dumb question, but I'm not sure how exactly to ensure that the data editor does not have to be redone every new map I make for this gametype.)

    Not sure how the different types vary. I just know that a pathing blocker unit stops cliff walking while pathing doesn't. I also think something with the 'no-fly' type blockers isn't implemented yet. Who knows, maybe the pathing isn't 100% complete either.

    The other part I would really wish they release some sort of trigger exporter/save template. Right now the only thing you could do is open a map, make the triggers and save the mape something like "Trigger Map_No Overwrite" and just start with that map every time you start a project. Just be sure to do a Save As and change the name right after.

    Posted in: Miscellaneous Development
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    posted a message on A few editor questions (Triggers/Data Editor/Pathing)

    The first one is easy. Just put up pathing blockers, you can find them in the unit layer under other. Course you have to put them all over the cliff.

    The second part is most certainly going need to be done through triggers.

    Posted in: Miscellaneous Development
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    posted a message on How do teams work together on maps?

    I think it depends on the project. Typically you have each person on the team assigned to 1 task and you only pass the map on to the next person after you complete it. For example, the team I am on, I am the trigger guy and the other guy does the terrain. So he makes random maps in his spare time and sends them to me when they are done. I take them and choose which one looks the best for my idea and make a playable map from it. I'd imagine on a larger team its done the same way. In my situation it works out extremely well because I hate terraining and it pretty much came to a brick wall in terms of making maps on my end. Usually he sends me 2-3 maps a week.

    Unfortunately there is no way more than 1 people can work on the same map at the same time so there really isn't a lot that can be done to speed up the process other than just knowing your stuff.

    Posted in: Miscellaneous Development
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    posted a message on Unit with 2 weapons...can they shoot at the same time?

    ^ Title says it all ^

    I have basically modified the planetary fortress to have 2 weapons and currently only the first one will fire. The first weapon is the missle turret longbolt and the second is carrier infoceptor. How can I get them to fire at the same time?

    Posted in: Miscellaneous Development
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    posted a message on Is "Unit is Clicked" event broken?

    @Blah17: Go

    You are 100% correct. Thanks btw!

    Posted in: Miscellaneous Development
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    posted a message on Building Units With Dialog Buttons?

    @LegionofPhoenix: Go

    That works but its missing the hovering mouse model....I can't see where the structure will be placed until I click somewhere. I tried attaching an actor and a dialog (roughly the size of the structure) to the mouse but nothing works. Any suggestions?

    Posted in: Miscellaneous Development
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    posted a message on Archon Warp (High Templar morph to Archon) question

    I thought this would be extremely simply but I am pulling my hair out with it. How do I increase the number of high templars it takes to warp them into an archon? I can't find that info anywhere....i've looked in both (archon and high templar) unit, actor, effects, behaviour and abilities data.

    Posted in: Miscellaneous Development
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    posted a message on Building Units With Dialog Buttons?

    Just an update and a shameless bump...

    I was hoping to be able to use a dialog button the same way you would use a probe, drone or scv to build a structure but since I haven't gotten any help with that I had to settle for the next best thing. I currently have a dialog box setup with several buttons inside the dialog box that, when clicked, creates units at a designated location.

    It works out pretty nice but I would still like to find an answer or at least be pointed in the right direction....

    How can I get a dialog item button to build a structure based on where I click on the map? It needs to work just like a worker wanting to build but it uses the dialog box instead.

    Posted in: Miscellaneous Development
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    posted a message on Building Units With Dialog Buttons?

    As title suggests, is there a way to build stuff by using a dialog button?

    I have made the dialog window, button and an image for the button I just can't figure out how or if I can make it build something by clicking the button.

    Posted in: Miscellaneous Development
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    posted a message on Spiral TD (6 towers, 20 levels)

    How did you get your terrain to look like that btw? I can't seem to figure out how you place/remove the 'null' terrain. And did you make the path by hand? If so, how did you make it so even?

    Posted in: Project Workplace
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