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    posted a message on How do I tint a unit?

    Works for me but only in-game (not in editor).

    Posted in: Data
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    posted a message on Escape Zerg! (Maze/Bound)

    Hey dude I wanted to try this map again but I can't find it on the arcade...did you rename it or something?

    Posted in: Map Feedback
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    posted a message on Heroes of the Storm String Dump

    @Zolden: Go

    Yah except that now you're the la... ohHHh

    Posted in: General Chat
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    posted a message on How to make attributes unlocked when public?

    I've unchecked the "Locked When Public" check-box for my game attributes but they are still being locked as soon as the game is made public. Has anyone been able to get this feature to work, or is it broken?

    Posted in: General Chat
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    posted a message on Loop problem

    You could use "For each Player Play in player group(Players on team Team)" so that you don't loop through any players that don't exist.

    Posted in: Triggers
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    posted a message on Loop problem

    @penguinwars: Go

    Most likely (Player Play from (Players on team Team)) is evaluating to -1 when Play is 2, because the team only has one player? Are you starting the game through a game lobby, or map editor test? If map editor test, I think every computer you put in will have their own team.

    Posted in: Triggers
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    posted a message on How to make a trigger cooldown?

    @pokenoufl: Go

    Your trigger should work fine EXCEPT that your variable is local, like MaskedImposter said, if you make a global (Cooldown = False <boolean(8)>) variable and then reference that (delete the local Cooldown variable), it should work fine.

    The reason your trigger would not work is because every time the mouse event triggers it, it will create a new "Cooldown[8]" variable which for all indexes is set to false. Therefore the condition will always evaluate to true.

    Posted in: Triggers
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    posted a message on Set player number at init

    If all you want is to choose the spawn location based on team number, why don't you just do something like:

           Events
            Timer - Any Timer expires
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering timer) == spawn timer[(Picked player)]
                        Then
                            General - If (Conditions) then do multiple (Actions)
                                If Then Else
                                    General - Else if (Conditions) then do (Actions)
                                        Else If
                                            ((Picked player) is in (Players on team 1)) == True
                                        Then
                                            Unit - Create 1 Marauder for player (Picked player) at (Center of team1Spawn) facing 270.0 degrees (No Options)
                                    General - Else if (Conditions) then do (Actions)
                                        Else If
                                            ((Picked player) is in (Players on team 2)) == True
                                        Then
                                            Unit - Create 1 Zealot for player (Picked player) at (Center of team2Spawn) facing 270.0 degrees (No Options)
                                    General - Else if (Conditions) then do (Actions)
                                        Else If
                                            ((Picked player) is in (Players on team 3)) == True
                                        Then
                                            Unit - Create 1 Zergling for player (Picked player) at (Center of team3Spawn) facing 270.0 degrees (No Options)
                        Else
    


    But if you must have dynamic teams, I would just use a player group array.

    Posted in: Triggers
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    posted a message on how to use multiple maps on one game?

    @li5445: Go

    What do you mean? An extension mod doesn't have its own map. It can be added to all of the melee maps automatically. I think if you publish it as Private, others can only join if you invite them to your game.

    The other kind of mod is a dependent mod. If you use that, it has to be added in every map you want it in, using File>>Dependencies.

    Posted in: Data
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    posted a message on "Minimap Render Priority"

    @JosinJJ: Go

    Yes.

    Posted in: Data
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    posted a message on Restart button ?

    Just destroy all the units on the map and then set the melee starting conditions again (If you are talking about a melee map).

    You will have to disable the victory and defeat melee options so that the game doesn't end.

    Posted in: Triggers
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    posted a message on "Minimap Render Priority"

    Go to the Actors tab and search "SYSTEM_ActorConfig"

    In there you can change the "Minimap Render Prioirty List" (It has a typo lol)

    The default values are: (Doodad|Resource|ObjectGroup|Normal|Hero|Beacon)

    Posted in: Data
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    posted a message on how to use multiple maps on one game?

    ??
    File >> New >> Extension Mod ??

    Posted in: Data
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    posted a message on Show upgrade count in a button?

    Edit: Nvm I thought you meant a dialog item button.

    I'm pretty sure data buttons can't have a text value on them except for the hotkey. Are you asking how to make the button's tooltip display the upgrade count?

    If you want text on the actual button one way would be to overlay a transparent dialog item on top of the button and put the upgrade count in that.

    Posted in: Data
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    posted a message on Maximum Map Size Potential

    @MasterWrath: Go

    Unfortunately that has no effect, but you can do it with a console command.

    http://www.sc2mapster.com/forums/development/data/45995-terrain-tiling-frequency/

    I tried it though and it still doesn't fix the blur when zoomed in. It seems there is a fixed resolution for the map terrain regardless of tiling frequency.

    Posted in: Data
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