Im not looking for the tychus weapon. Please reread the original post again. The tychus marine has been available for years both on mapster and in the dependencies.
You would actually want to run two triggers, an array, and a custom thread. You need a trigger for both the key press and release which would set the boolean in the array. Then run the while in a threaded definition using the boolean; initiated it in the pressed trigger. Any fps or wasd like maps are based off the same concept and will use basically the same system.
Tried bothering to look?
There is a current harvest count as well as another gas related function in the advanced ui section. Blizzard has already implemented these functions in standard melee maps so why bother. Either way Charysmatic's suggestions are decent alternatives as well.
Most missile abilities use a persistent as some point whether its to determine the target location from the caster, add delay to the cast, etc. Within actors(how you create the target visual) you can use this persistent within an event or use a set based off the persistent within the effect.
You may want to learn about variables. You should be setting one to your random integer and then modifing the player/display based on the variable (you'll also likely need to use a convert function). If you want to keep track of the integer for a while you could always store it as a custom value. Text tags btw are basically the same as floating text but with many more options to customize them althought it would be best to run in then in there own custom definition.
The judges decide on the top 5, the community chooses top 3.
Other way around. Judges determine which maps meet requirments and host them and community rates them. Of the 5 maps that have the best rating judges pick the first, second, and third out of that small pool.
Unfortunately I don't think you'll find any (its a fair question tho). Unlike triggers which be built as a library or simply copy/pasted into the next map, data information can't be tranfers/modified easily; granted there are mods that can be added but you'd likely be adding multiples and if the original owner of the mod changes it your sol. Within a single map you can duplicate abilities, units, and such but its generally problematic and it leaves missing links that are important for getting it all to work well together. There a good reason why data editor are far and few between and the good ones are in extemely high demand. Granted learning the data editor ((i would recommend finding a teacher) can be fairly easy as far as making the mechanics working, but things like actors can be a bit tricky; overall it requires a far bit of commitment far more than the other areas in mapping. There are also tons of data tutorials in the wiki to help fiqure out how things work and cover the genetic types.
I'd guess your using the mouse position based in the world not in the ui as it should be. Far as i know there is no way to grab the players resolution without them inputting/selecting it themselves
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@T0ssWarr1or: Go
Im not looking for the tychus weapon. Please reread the original post again. The tychus marine has been available for years both on mapster and in the dependencies.
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Edited original point with images and files as requested; looking to get this rolling again.
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@Scythe1250: Go
Might need an actual explanation of what the game is and the work you've already put into it.
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You would actually want to run two triggers, an array, and a custom thread. You need a trigger for both the key press and release which would set the boolean in the array. Then run the while in a threaded definition using the boolean; initiated it in the pressed trigger. Any fps or wasd like maps are based off the same concept and will use basically the same system.
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Use a persistent or better yet a buff to setup the time and then an issue order effect.
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@Chris97Ong: Go
Tried bothering to look? There is a current harvest count as well as another gas related function in the advanced ui section. Blizzard has already implemented these functions in standard melee maps so why bother. Either way Charysmatic's suggestions are decent alternatives as well.
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@EivindL: Go
Just change the duration of the buff that is applied. Pretty simple
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@Reul123: Go
The model is already available in the dependencies.
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@msong7229: Go
The archangel in the campaign has a missile ability with redicles at the points of impacts as you are looking for.
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@msong7229: Go
Most missile abilities use a persistent as some point whether its to determine the target location from the caster, add delay to the cast, etc. Within actors(how you create the target visual) you can use this persistent within an event or use a set based off the persistent within the effect.
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@Ownag3666: Go
You may want to learn about variables. You should be setting one to your random integer and then modifing the player/display based on the variable (you'll also likely need to use a convert function). If you want to keep track of the integer for a while you could always store it as a custom value. Text tags btw are basically the same as floating text but with many more options to customize them althought it would be best to run in then in there own custom definition.
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@Diego6D: Go
Just put the create effect as the periodic effect in the persistent and remember to set the duration and period of the persistent
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Other way around. Judges determine which maps meet requirments and host them and community rates them. Of the 5 maps that have the best rating judges pick the first, second, and third out of that small pool.
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@Racoonette: Go
Unfortunately I don't think you'll find any (its a fair question tho). Unlike triggers which be built as a library or simply copy/pasted into the next map, data information can't be tranfers/modified easily; granted there are mods that can be added but you'd likely be adding multiples and if the original owner of the mod changes it your sol. Within a single map you can duplicate abilities, units, and such but its generally problematic and it leaves missing links that are important for getting it all to work well together. There a good reason why data editor are far and few between and the good ones are in extemely high demand. Granted learning the data editor ((i would recommend finding a teacher) can be fairly easy as far as making the mechanics working, but things like actors can be a bit tricky; overall it requires a far bit of commitment far more than the other areas in mapping. There are also tons of data tutorials in the wiki to help fiqure out how things work and cover the genetic types.
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@Sherlia: Go
I'd guess your using the mouse position based in the world not in the ui as it should be. Far as i know there is no way to grab the players resolution without them inputting/selecting it themselves