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    posted a message on Set Resources on Mineral Patch > 1500?

    @CrazyTwigman: Go

    Yeah I could definitely solve it with Data but I'm looking for a pure Trigger approach. Anyone? I guess Catalog Field Set?? I don't have any experience with that yet.

    Posted in: Triggers
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    posted a message on Set Resources on Mineral Patch > 1500?

    I'm using Set Unit Property to set the Resources of a Mineral Patch to 2000. However, it maxes out at 1500. I can set a Vespene Geyser higher, but Mineral Patches seem to be stuck at 1500 max. How can I change this via Triggers? I need to keep destroying and re-creating the same mineral patches, so assume I've just created a Mineral Patch and now I need to set it to 2000 Resources. Thanks.

    Posted in: Triggers
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    posted a message on (Solved) Disabling critter death on observer click

    I'd like to disable the mechanic where critters die when an observer clicks on them very quickly repeatedly.

    SOLVED: Behaviors > Critter Explode > Chance: 0

    Posted in: Data
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    posted a message on Automating publishing

    @BasharTeg: Go

    The terrain needs to change each day. Currently blizz doesn't allow map-linking on bnet, the size limitations are quite restrictive, and decent programmatic terrain generation is far from a reality. So I need to manually publish new terrain every day.

    Posted in: Triggers
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    posted a message on Automating publishing

    Hi I'm in a situation where I need to publish a different map to the same slot every 24 hours. I'd like to figure out a way to do this automatically and not at the OS/macro level. I was wondering if anyone has messed around with the game publishing interactions and know whether there are any black-box handshakes going on or whether the publishing process could be accommodated by a 3rd-party tool (a publishing tool written by one of us that runs on a command line or in Windows). Sorry this is a bit off topic. Thoughts?

    Posted in: Triggers
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    posted a message on StarCode outside SC2

    I have attempted to contact s3rius (author of StarCode http://www.sc2mapster.com/forums/resources/trigger-libraries/5091-library-starcode-v1-4/) but so far no reply. Does anyone know how difficult it would be to take a Library and use it via a web app (written in PHP or Ruby on Rails)....I guess the simplest thing would be a commandline program that could run in Linux. I guess I'm asking how difficult it would be to port StarCode to a stand-alone Linux executable, or if that has already been done...? The goal here is to allow players to upload banks to a website which can decrypt them...this would be an attempt at a true centralized scoring system (as opposed to viral, which is the best you can do in Bnet).

    Posted in: Triggers
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    posted a message on Lobby Teams

    @Quelex: Go

    You can't rely on lobby order for player numbers. For example, let's say a lobby completely fills up (8 players in your case), then 2 of those players leave. The remaining players are now sequenced as 1-6, I believe, and when new players come in, I think they come in as 7 and 8. I'm not 100% sure about this but either way, it's a bad idea to assume that Players 1-4 are actually allied / on the same team imo. You should instead check Player Attributes given your team setup in the lobby (sounds like 2 Teams) and separate them that way.

    In general, I recommend creating a Record that holds all your player data and make an array of those Records. So then you could hold team number in recPlayer[1].intTeam for example, which is totally independent of how the game itself manages teams. You get lots of flexibility this way.

    Also, a note on start locations: if you're currently using the standard Create Starting Units for All Players, you're probably going to need to loop through each player and use Create Starting Units for Player and give it the point that you pre-calculated. recPlayers[1].pSpawnPoint, for example.

    Posted in: Triggers
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    posted a message on Voice Chat control?

    Is there any way to control voice chat via triggers or is that completely off-limits from modding?

    More detail: I don't want certain allies to be able to hear each other's voice chat at certain times during the game. I have already enforced this in text chat by replacing the chat output system. Is there a way to do this with voice chat?

    Posted in: Triggers
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    posted a message on Permanent Stats

    @Greendude120: Go

    You need to learn about Player Banks. It's a rather large topic for this post, but you should be able to do some searches on this site and get the info you need. I suggest using StarCode for encrypting your numbers.

    Posted in: Triggers
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    posted a message on Re-categorizing a map

    @SnyderGuy: Go

    Thank you!

    Posted in: Triggers
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    posted a message on Re-categorizing a map

    Sorry this isn't a trigger question but I was hoping someone could answer this for me. I originally published a map under the category name "Melee Spectator" and now I changed it to "Melee". However, it does not appear under the "Melee" category when I look for the map that way...it still shows up under Custom. Is it that you can't change a category once a map has been published or is it that I'm not properly setting it to show up under "Melee" category?

    Posted in: Triggers
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    posted a message on Smaller HP bars?

    @sigmapl: Go

    I've used that before to replace the Actor of a Unit, but how do I specifically get at the HP bar actor of a unit?

    Posted in: Triggers
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    posted a message on Smaller HP bars?

    @Bilxor: Go

    Okay I'll look into that...what trigger function would I use to make the switch on a given unit (or across all units)? Thanks!

    Posted in: Triggers
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    posted a message on Make Units Visible Under Fog of War

    @jcraigk: Go Thanks...I don't want the units changed permanently...I want to turn this on/off during runtime.

    I guess the only way would be to make a copy of every structure (unit) in the game, modify the copy in Data, and do a unit swap when I wanted to turn this feature on. Does this seem reasonable or would that not work?

    Posted in: Triggers
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    posted a message on Make Units Visible Under Fog of War

    In a standard melee game, if you kill all of your enemy's townhalls, it reveals the rest of the structures. These structures becomes visible to you under fog of war and also selectable. Is it possible to set this on individual units or on a player during runtime? If not, what's best approximation?

    Posted in: Triggers
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