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    posted a message on Tutorial Request

    In the unit properties, set "unit field acquire response" to "passive" or "none".

    Posted in: Tutorials
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    posted a message on Is there any interest in the Starcraft Universe engine going open source?

    I would personally probably check it out for some of my own map ideas. However, I haven't really delved into the RPG realm much due to the excessive amount of work compared to other genres.

    Posted in: General Chat
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    posted a message on I am new here :)

    The link in my signature has tons of tutorials. Good luck!

    Posted in: Off-Topic
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    posted a message on [solved]How do you 'Up' someone's reputation, -who helped you

    Every time someone "likes" a post of yours, the reputation goes up. A lot of people don't really use it. But yeah, wrong forum.

    Posted in: Data
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    posted a message on When is Rock the Cabinet 2016?

    Last year you could start submitting ideas in August. It's now October and we've heard nothing. Are they not doing it this year? Or was that mutator contest they just held taking the place of it.

    Posted in: General Chat
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    posted a message on Help wanted. Interested?

    @JEGCPR: Go

    There are plenty of tutorials in the link in my signature. I'm sure those can help you out with what you need.

    Posted in: Team Recruitment
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    posted a message on Blizz has a new article on "editor improvements"

    Was going to ask if they can make a feature to link multiple maps together for example StarCraft Universe would benefit greatly from this. Many campaigns especially have to be separate maps which I think makes it harder for people to get into and want to keep playing your stuff. The problem is when I log into the forums it says an error has occurred in the top right and I can't comment on any pages on the arcade, any of the other sites work. This happened like a year ago too, but it never really got fixed even after submitting a ticket.

    Posted in: General Chat
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    posted a message on Interesting idea for minion spawns in MOBA map

    @onlyleviathan: Go

    There is an event that activates when a player clicks the mouse, so you could link that together with another event/condition that the ability to move the point was used, and then move the point that that location on the map where they clicked or the camera target of where they are looking at. That should be a somewhat low power method.

    Posted in: Triggers
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    posted a message on [Tutorial] Fishy's Playlist

    I have created a new set of tutorials covering topics including:

    • New patch 3.5.0 content like the Transform Manipulators
    • Extension Mods
    • Basic UI
    • Script Files
    • Missile Abilities

    They have been added to my playlist as well as the tutorial link in my signature.

    Posted in: Tutorials
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    posted a message on How to make Raynor's Death prevention behavior have a cooldown ?

    You could make it into an ability, which would apply the behavior, then remove it after a second or two. Then you could set the cooldown to be 120. You can also check the autocast flag so it does it automatically, having the validator be when the unit takes fatal damage.

    Posted in: Data
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    posted a message on Making The Zergling Raptor Stun Enemies On Leap Impact

    You could make a search area effect that takes place on the target jump area which would then be able to apply a behavior which would stun the unit. If you don't know how to use effects, try looking at a few tutorials in the link in my signature.

    Posted in: Data
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    posted a message on Is it possible to convert a galaxy.script to trigger language?

    @JEGCPR: Go

    I tried this when my map got corrupted and I had to use starbank to get the file back. There is no way to do it as described in my post Here. However, if you import the file, it will run as normal. if you'd like to make it into the GUI triggers, you'll have to do it yourself. Luckily it isn't too hard to understand how to read it. It took me about an hour to interpret my entire map code and recreate it in triggers, but I also know my way around the editor and know which actions do what.

    For example:

    //--------------------------------------------------------------------------------------------------
    // Trigger Variables
    //--------------------------------------------------------------------------------------------------
    trigger gt_MeleeInitialization;
    

    The Above is where you declare all your triggers. this should be part of the script.

    //--------------------------------------------------------------------------------------------------
    // Trigger: Melee Initialization
    //--------------------------------------------------------------------------------------------------
    bool gt_MeleeInitialization_Func (bool testConds, bool runActions) {
        // Actions
        if (!runActions) {
            return true;
    

    Then if you scroll down you'll see this above snippet, which is the implementation of the trigger. The first part is the event.

        }
    
        MeleeInitResources();
        MeleeInitUnits();
        MeleeInitAI();
        MeleeInitOptions();
        return true;
    }
    

    Then right below the event you'll see the actions inside curly brackets, what you see above are the actions for the initial default trigger when you make a new map. You can sort of infer that it means these shown below in GUI triggers

            Melee - Set melee starting resources for all players
            Melee - Create melee starting units for all players
            Melee - Start the melee AI for all computer players
            Melee - Set default melee options for all players
    

    This is really the gist of it.

    //--------------------------------------------------------------------------------------------------
    void gt_MeleeInitialization_Init () {
        gt_MeleeInitialization = TriggerCreate("gt_MeleeInitialization_Func");
        TriggerAddEventMapInit(gt_MeleeInitialization);
    }
    
    //--------------------------------------------------------------------------------------------------
    // Trigger Initialization
    //--------------------------------------------------------------------------------------------------
    void InitTriggers () {
        gt_MeleeInitialization_Init();
    }
    

    Not really needed to convert to GUI, but there are also these other two sections above which initialize the trigger in the script version.

    I hope that helps.

    Posted in: Galaxy Scripting
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    posted a message on [unsolved] mod setup problems

    @Graudenk: Go

    You have to double check that the dragoons appear in the gateway or robo bay or wherever you want them. That is located in the Data section of the editor.

    Posted in: Data
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    posted a message on How to change the "Rank" name ingame ? (More questions to come)

    @samourai23: Go

    You might have to make another event in the ability actor not just the unit actor to do the same thing, only instead of tint color, I think there's an option for set tooltip, which you'd just copy paste and change the coloring parts. If not, you could probably do it through triggers, which I wouldn't recommend, but I'm not sure of another way. Someone else on this site probably knows a better way to do the tooltip part.

    Posted in: Data
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    posted a message on A poke ball effect

    That's sweet! Now if only Starmon would be released...

    Posted in: General Chat
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