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    posted a message on Making an Archon de-merge.

    Okay, I've run into a problem. I made 2 more copies of the Archon Warp ability, called one Dark Archon Warp and one Hybrid Archon Warp. High Templars have the High and Hybrid abilities, while Dark Templars have the Dark and Hybrid abilities. (see attached file)

    Here's the problem I'm having: If I have the buttons separated on the command card like they are in the file, then...

    2 High Templars can use either High or Hybrid warp (should only be able to use High)
    2 Dark Templars can use either Dark or Hybrid warp (should only be able to use Dark)
    1 HT + 1 DT can only use Hybrid (the way it should be)

    The only solution I've found is to hide the button for the hybrid warp under the other High/Dark button, but this means that 1 HT + 1 DT can't merge at all, because the disabled button is still on top.

    I've tried making a new Requirement that would hide the button, but haven't been able to find a way to say "2 High Templar are selected"

    Posted in: Data
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    posted a message on Making an Archon de-merge.

    Ah, thanks. I have some experience with actors (mostly with Morph abilities and changing which animation plays for which ability), I've just never done much with behaviors before. I'll go give that a try.

    The trigger thing was getting pretty difficult. Every time an Archon spawns I was storing it in an array, then I had another array that was either 1 (meaning HT+HT) 2 (DT+DT) or 3 (1 of each) and a third array to hold a timer for each of them. Then it ran into issues if you give a Merge order but one of the templars died before merging, or if the merging Archon was killed before it finished...

    What you suggest sounds simple enough. I'll attach the results later.

    Posted in: Data
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    posted a message on Making an Archon de-merge.

    I know how to do this with triggers, but it's a bit messy (especially with lots of them, you need a very large array to keep track). Besides, I need to learn more about the data editor and thought this would be a good exercise. What I want to do is this: When an Archon is created, give it a timed life (let's say 90 seconds) after which it will turn back into the original units that created it (so if it was 2 dark templars, you'd get back 2 dark templars, but if it was 2 high templars you'd get that, or 1 of each) It's not necessary to restore their original health/shields/energy, but if that's relatively easy it'd be cool, too.

    So, any ideas on how to go about doing this? All I've managed to do so far is give the archon a timed life, but it dies at the end.

    Posted in: Data
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    posted a message on noob

    Changing the minerals in a field is the first thing I did when I started with the SC2 editor. It was surprisingly easy.

    To change all mineral fields:

    Data Editor -> Units tab -> Select mineral field -> select the Minerals (Mineral Field) behavior at the bottom -> find the Stats - Amount and Stats - Capacity entries and change them to whatever you want.

    Or to just change one field on a map: Double-click, go to resources tab, change it.

    Posted in: Miscellaneous Development
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    posted a message on Staying Dedicated to a map

    I've had this problem, too. Started working on an RPG, got bored with it, started again a month later... I've restarted the same project about 4 times, each time making it different, and each time saying "Okay, THIS time I'll FINISH it!"

    I've come up with a way to stay dedicated, and it has worked for me, and that is to only do a little bit at a time. Don't spend more than 2 or 3 hours a day on it, and even if you have more ideas for stuff to put in, save them until tomorrow. Do other thing in between, things that allow you to still think about the project and plan what you're going to do next.

    Posted in: General Chat
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    posted a message on Stargate Galaxies - Recruiting! - UPDATES!

    Ah, I see. Well, if you're still looking for team members, I'd love to help out. I'm pretty good with the data editor, and very good with triggers. The one thing I'm not good at is terrain art, but it looks like you have some good artists already. Oh, and I've seen every Stargate episode multiple times.

    Posted in: Team Recruitment
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    posted a message on Stargate Galaxies - Recruiting! - UPDATES!

    Is this project dead? It seems like a really good idea.

    The reason I ask is because I'm thinking of doing my own Stargate-like RPG system, but I don't want to step on anyone's toes, so... does anyone mind?

    Posted in: Team Recruitment
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    posted a message on Sky/Rail/Road defense [TD] [Beta] [Feedback Requested]

    @Tekaichi: Go

    How do you like it?

    Posted in: Map Feedback
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    posted a message on Sky/Rail/Road defense [TD] [Beta] [Feedback Requested]

    I'm attaching a TD map I've been working on for the last couple of days. It's not finished yet, but I thought I'd get some user feedback before I continue. Instructions are in the game (just click "yes" when it asks if you want to watch the tutorial) but here's a brief description:

    • Income based on harvesting probes, which die when enemies reach your base.
    • 3 spawn points (each wave randomly selects 1)
    • A network of roads with 72 possible paths (each wave randomly selects 1)
    • Railroad tracks, for boss trains every 10 levels.
    • The game cycles through 20 different enemies endlessly, with waves becoming harder each cycle
    • 3 classes (Mechanical, Biological, and Psionic)
    • Flying, Land, and Rail units.
    • 8 different attack towers, plus a sensor tower to detect cloaked enemies.
    • Water makes some areas unbuildable.

    Here are the specific areas I'd like your feedback in:

    1. Balance. Should a certain tower have its damage, range, rate-of-fire, or cost changed?
    2. Difficulty. Is the game, overall, too hard or too easy? Is a certain wave too hard to beat?
    3. Difficulty, as time goes on. I've tested it through level 40 (2 cycles) and the 2nd cycle seems hard enough to still be interesting without being frustrating, but what do you think?

    Plans for the future: There are some things I plan to implement in the next version, but haven't gotten to yet:

    1. Tower selling
    2. Tower upgrading (this will be done on a tower-by-tower, individual basis with different upgrades for each tower type
    3. Different difficulty levels. The current difficulty is "Medium", and I plan to implement Easy and Hard by adjusting the time between waves (which means more/less time to gather minerals)
    Posted in: Map Feedback
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    posted a message on Pathing Problems

    That's some weird behavior. Have you changed any units in the data editor?

    Posted in: Terrain
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    posted a message on How to make a timer window count up.

    I don't think you can do that with timers, but you could just make a dialog with a trigger that updates it once every second.

    Posted in: Triggers
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    posted a message on How to confine unit to certain area?

    Hmmm... I'd use "Unit enters/leaves region" for the event, and then just instantly move the SCV back to the middle of the area. Maybe even give it a gather command to send it back to work.

    Posted in: Triggers
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    posted a message on How to sort an array?

    I've just been reading about those sorting algorithms on Wikipedia. Turns out I invented off the top of my head a Selection Sort. Who'da thunk?

    Posted in: Triggers
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    posted a message on How to sort an array?

    I don't know if it's the most efficient way, but I'd do something like this:

    Variables:
    A (integer) = 0
    B (integer) = 0
    TemporaryStorage (real) = 0.0
    ArrayLength = 10

            General - For each integer A from 0 to (ArrayLength - 2) with increment 1, do (Actions)
                Actions
                    General - For each integer B from (A + 1) to (ArrayLength - 1) with increment 1, do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Array[A] > Array[B]
                                Then
                                    Variable - Set TemporaryStorage = Array[B]
                                    Variable - Set Array[B] = Array[A]
                                    Variable - Set Array[A] = TemporaryStorage
                                Else

    That will just compare each number to all the numbers after it, and if it finds one that's smaller then it'll trade places. I don't know if there's a way to get the length of an array automatically, so you'll have to adjust ArrayLength yourself to however long the array is.

    Posted in: Triggers
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    posted a message on Healing Stucture Timer

    Oh, do you want the unit to have to stay in the region for X seconds before being healed? That's a bit more complicated.

    Event: Unit enters region
    Local Variable: Healing Unit (unit) == Triggering Unit
    Actions:
         Wait X seconds
         If (Healing Unit is in region == True)
             Then
                Set Healing Unit life to 100%

    The If/Then checks to see if the unit is still in the region after X seconds, and if so then it heals it.

    There are a couple problems with it, which I'm not sure how to solve (I don't have my editor with me at the moment).
    One is that if you go into the region, then leave, and then back in again within X seconds, then the healing will still apply.
    The other is I don't know how it would react if several units enter the region together, it might only heal the last unit that entered. I don't know without testing.

    Anyway, it's a place to start.

    Posted in: Triggers
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