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    posted a message on [Solved]Give resources to unit

    @Amaroq64: Go

    You can use modify player effect if manually give the player the resources similar to mining, if im understand you correctly. Otherwise you would just use a buff system to duplicate the harvest ability.

    Posted in: Data
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    posted a message on Pause/UnPause trigger commands - help!

    @Lylandir: Go

    Yes that is correct. While the pause command is a rather simple single action command, getting it to work as intended especially since you'll likely require more than just that will likely mean you'll need to learn some triggering. There are mulitple youtube tutorials as well as sections in the wiki (tab at top of the page). If your honestly looking to get into mapping i would recommend searching and learning the following topics in order: if-thens, variables & arrays, loops, as well as custom action and function definitions (a little more in depth subjects but extremely important to effective triggering).

    When if comes to anything ui, since it seems like you'll need a few buttons or custom interactive graphics, dialogs is what you are looking for. Any character selection tutorial will give you the basics that can be applied to just about anything you require and is again a trigger based system.

    Posted in: Triggers
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    posted a message on Choose random model for unit?

    @SC2UniversalDomination: Go

    Data is the perferred method, and while triggers is an alternative solution if data is too tough, the solution you've provided is wrong on soooo many accounts. For one you do not need the repeat loop at all since its already basically built into the pick each unit loop. Also in the event there are like 100 variations do would never want to create the if-then or switch for each condition; you can just set the random integer within the model variation action or worst case set the random integer and run a loop with a single condition that uses the integer. Your integer loop of instance is using a range between 2 random integers (what if they happened to be 42 and 0?)

    Posted in: Data
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    posted a message on Looking for someone to create custom micro battles

    One question I have is do you require or have already acquired custom terrain? If its mainly just the programming you need done, I may be interested; granted I will need more detail.

    Posted in: Miscellaneous Development
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    posted a message on Looking for someone to create custom micro battles

    @MasterWrath: Go

    Or is this like a micro tourney map?

    Posted in: Miscellaneous Development
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    posted a message on Tug Dialogs
    Quote from Narudek: Go

    I cant make it work, and i need two beams , :D

    two beams = two dialog items. Please stop making multiple posts. You've already made one here http://www.sc2mapster.com/forums/development/triggers/70831-beam-panel/#p9 on the exact same subject. Take the time to actually try figuring it out since people have already spoonfeed you the details. If you don't know anything about triggers and/or dialogs, take a looks at some tutorial to learn the basics.

    Posted in: Triggers
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    posted a message on Points/Regions as variable in events - bug?

    @larsolae: Go

    You cannot use dynamic references in ordinary trigger events; ie they must be preplaced and none changing.

    Posted in: Triggers
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    posted a message on Cleaning up

    @Sendlirn: Go

    Compare the number of players in each group

    Posted in: Triggers
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    posted a message on Cleaning up
    Quote from Forge_User_62114159: Go

    Can you somehow compare the active players to the players whove done their choise?

    Use a condition.

    Posted in: Triggers
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    posted a message on Unit[3] dies = Destroy Textmark[3]

    There proper way to do what you were originally looking for is to loop through the array checking if the trigger unit is the same in the array, which can then be passed onto the actions (ie use the integer the loop is at); there is no need ever to store the integer.

    Posted in: Triggers
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    posted a message on I need to hire a mapmaker

    @anathemazerg: Go

    Care to even mention what rate that you'll be paying, if any? If you want the best, expect to be making a proper investment even if its not money-wise.

    Posted in: General Chat
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    posted a message on [SOLVED] Shockwave Missiles (Carpet Bomb attack) on Banshees

    This is what i get at least.

    http://i.imgur.com/alMxE9W.png

    Posted in: Data
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    posted a message on [SOLVED] Shockwave Missiles (Carpet Bomb attack) on Banshees

    @XViper: Go

    Srry my mistake, the change isn't made till the launch effect. My editor doing something funky here.

    On second look from your pic your missing a bunch of stuff. The original data from the mod has 7 effects tied to it not 3. Reset your launch effect back to the original.

    Posted in: Data
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    posted a message on [SOLVED] Shockwave Missiles (Carpet Bomb attack) on Banshees

    @XViper: Go

    Look at the source of the weapon.

    Posted in: Data
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    posted a message on [SOLVED] Shockwave Missiles (Carpet Bomb attack) on Banshees
    Quote from XViper: Go

    I'm feeling really stupid right now, because I can't figure it out :(

    Find the actual effect tied to the weapon which is a set, which ties into two effects; a damage and a persistent. The persistent is where the shockwave workings start and is limited by a validator checking for the upgrade.

    Please actually take the time to learn the manor in which data works. Had you followed the trail of effects you would have found it.

    Posted in: Data
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