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    posted a message on Unused Critter - Zukara Giant Eel

    Man this thing is freaky and freakin awesome. Will have to make a map just around it and know that i think of its is strangely familiar to a gou'ld. Anyways when i tried it i had to raise the height of it a bit otherwise it appears below ground.

    Posted in: Miscellaneous Development
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    posted a message on Make dialog and timer appear to certain players but not necessarly the same one each time.

    I know know why there's so many issues with this as its one simple trigger. Make sure that dialog as well as the timer window are saved to global variables. Have an trigger with the event any unit dies, add conditions for to confirm only heros units activate it, and just show/hide dialog or timer window for trigger player or you most likely will need convert player to playergroup then triggering player.

    Posted in: Triggers
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    posted a message on Train Unit in Factory - Spawn unit in Region

    @SC2Muse: Go

    Correct on both cases. If this is not exactly what you want then you need to specify. I find most people asking questions are not nearly as detailed or specific as to what they want, which suchs because you can do so much in the editor.

    If you want to spawn to a location immediately after they come out, change the trigger event to completed, remove the order and add the move immediately action that picks a random spot. Better yet i think the best solution is in data; check the campaign for how the barracks spawns using drop pods.

    The conditions are to specify again exactly which unit(s) (both training or be trained or building) you want to include/exclude from it.

    Posted in: Triggers
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    posted a message on How to make a watchtower that provides vision of another area

    Add a while check for as long as the unit is within range of the tower.

    Posted in: Triggers
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    posted a message on Train Unit in Factory - Spawn unit in Region
    Untitled Trigger 001
        Events
            Unit - Any Unit training progress is Started
        Local Variables
        Conditions
        Actions
            Unit - Order (Triggering unit) to ( Set Rally Point targeting (Random point in Region)) (Replace Existing Orders)
            General - Wait for (Conditions), checking every 1.0 Game Time seconds
                Conditions
                    ((Triggering unit) is alive) == True
            Unit - Change ownership of (Triggering unit) to player 15 and Change Color
    

    Add condition to specify actual building as desired.

    Posted in: Triggers
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    posted a message on *COMPLICATED* Spawning a unit after player has built buildings in a certain configuration

    Not really a challenge, just need more info. Please post the text of your current version of the trigger. Also make sure your using the add unit to unit group action.

    What are the requirement too. Do the building have to be in a certain order or is it just the number of buildings and types. Be very specific.

    Posted in: Triggers
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    posted a message on Starfront: Now Hiring Data Editor

    Reserved

    Posted in: Team Recruitment
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    posted a message on Need some help for my practise.

    Something wrong with the already made sc2 master custom map or even better blinkforcefield challenge?

    Posted in: Map Suggestions/Requests
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    posted a message on Patch 1.5: What can break your map?

    error-ignore

    Posted in: General Chat
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    posted a message on Victory Conditions.

    PM'd

    Posted in: Team Recruitment
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    posted a message on MechCraft (Working Title), Dev State & Progress

    Wow, this brings back so many good memories of robokill 1 & 2 especially with the goliath ( if your not familiar with it, seriously look it up). I would love to see some cool ui/dialogs that allows you to switch off weapons/abilities wiht like 4 hardpoints just like robokills.

    Even if you don't i think if would really be a good idea to have only the secondary weapon with the mass damage have an ammo counts, so that you can spend some time looking around the map for ammo loot. In your last vid it looks like a great place to hide a pickup would be like behind a destructible pill hiding a cubbyhole on the right. As far as stories, maybe something along the lines of your ship being down and you have to go into different junkyards to find engine parts or fuel. Either way I really like the direction and possibilities... if you ever need someone for some help in triggering or dialogs drop me a line for sure.

    Posted in: Project Workplace
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    posted a message on Trigger Problem

    Okay, thats a bit better. So far the biggest issue i found is that in the "create squad" your is modifying the wrong variable. Its using a local instead of the global so that the group always puts itself into the first one and then restarts. It also uses last created units but you do not have any parameter or anything at all to say which units. I suspect you will also run into the issue if you do use last created units with a parameter that you'll run into the issue that your last unit was 1 leader and not the group. You will need to add these to a local group variable then have that as the parameter.

    I have to say your triggering is very messy and its not always too clear what your trying to accomplish. Also in the "get ID from squad" why are you setting a varialbe to false but very actually using it. And again you do not need the skip remain actions after the ruturn action.

    Posted in: Triggers
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    posted a message on Trigger Problem

    Well i rechecked your map from post 5 and all the issues i found are still there. The only thing you fixed was the first picked integer in the loop. There's a second thats wrong too as well as the order is the same if not worse. Please repost the text from the trigger here from the actual recent map.

    Posted in: Triggers
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    posted a message on Trigger Problem

    What's is with the return action (these are for functions not triggers). I think you looking to set a local variable instead. (sorry wasn't looking at map)

    Get ID of Squadron Options: Function Return Type: Integer Parameters Unit = No Unit <Unit> Grammar Text: Get ID of Squadron the Unit is in! Hint Text: (None) Custom Script Code Local Variables ID = 0 <Integer> NotFound = True <Boolean> Actions General - For each integer ID from 1 to 15 with increment 1, do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Unit is in Squadrons[(Triggering player)][ID]) == True Then General - Return (Picked integer) Variable - Set NotFound = False Debug - Display "SquadronID Found" as debug output using Type 1, and Do display it in the game window General - Skip remaining actions Else General - If (Conditions) then do (Actions) else do (Actions) If NotFound == True Then General - Return 0 Variable - Set NotFound = False Debug - Display "Warning: Squadron ID Could not be f..." as debug output using Type 1, and Do display it in the game window Else General - Return 0

    I see more issues. You can't return "picked integer" with a "for each" loop. Set it to the variable instead. Also you can cut down the second half as the if then is not needed - just put it all in the end return. Your action order is messed up too. The return has to be the last thing as it auto skips everything after. In the first loop put the return ID as the 4th action and the return 0 in the last section at the very end.

    Posted in: Triggers
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    posted a message on Making Water Still

    I would guess he's asking about flow rate (texture tab in water edit).

    Posted in: Terrain
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