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    posted a message on Trigger Optimizing?

    I can help with the door problem, so you can use unit enters region instead of every 1 second. Just figure out how long the animation takes, and have the door-closing trigger wait that many seconds before it closes the door. So if you run in and out quickly, the door will open immediately, but then it'll wait until the animation is finished before it closes the door again.

    Then you can have the 2 triggers turn each other on/off to prevent problems with running in, out, and back in again quickly.

    Posted in: Triggers
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    posted a message on Random Unit

    @caspersc: Go

    Hmm... well... uh... I guess I wasted 30 minutes. Damn.

    Wait, is there an easy way using code to say "I want a Terran unit"? If not, then at least my way is more versatile ;)

    Posted in: Triggers
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    posted a message on Favorite SC2 Quotes

    Oh, you reminded me of another of my favorites:

    "What, you run out of Marines???" - also SCV attack

    Posted in: Off-Topic
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    posted a message on shared ecnomy help
    Quote from Usernameisntworkingright: Go

    @kmerc101: Go

    why dont you just make it so you set all of the player's resources the same as one player on the team, then just change it each time a player on the team spends it?

    At the beginning of the game set all of the player's resources to whatever starting amount it is and if it changes just change everybody's minerals to the changed value

    Without testing with multiple players, I don't know if that would work. Is what you're suggesting something like this:

    Player 1 Minerals changes => Set Player 2 minerals = player 1 minerals

    (2nd trigger)

    Player 2 Minerals changes => Set player 1 minerals = player 2 minerals

    If you do that, then trigger #2 might react to trigger #1's action, and then trigger 1 would react to trigger 2's action, so they'd go back and forth endlessly.

    Posted in: Triggers
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    posted a message on How to make ALLIES

    The variable should initially be set to "empty player group"

    Then when you make a new Action, in the categories over to the left of the popup one category is called "Player Group". In there you'll find Add Player to Player Group. Just do that 6 times, one for each AI.

    Posted in: Triggers
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    posted a message on Random Unit

    Here's something I slapped together in about 30 minutes. It'll create a random Terran, Protoss, or Zerg unit.

    So, you can just copy this and use it. If something's not included on the list (I didn't do Pygalisks, Interceptors, or Larvae for example) but you want to be able to spawn those units, then just add an entry to the switch function and increase the range of the random integer by 1

    Also you can use different ranges to get race-specific random units. Terran = 1 - 23, Protoss = 24 - 38, and Zerg = 39 - 58

    Posted in: Triggers
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    posted a message on Favorite SC2 Quotes

    "Don't get yer nickers in a bunch!" - Hercules transport pilot. I like the accent.

    "Fat lady's about to sing." - Raynor under attack

    "Aaaa! You scared me!" - SCV

    Posted in: Off-Topic
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    posted a message on Random Unit

    Best way I can think of off the top of my head is this:

    Create an Integer variable set to a random number from 1 to however many units there are.

    Then have a Switch function depending on the variable

    If variable==1, create 1 Marine

    If variable==2, create 1 Firebat

    .....and so on. Time-consuming, I know. But, really, there are only about 20-30 units for each race, so less than 100 total....

    Posted in: Triggers
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    posted a message on How to make ALLIES

    Start with the player group set to "empty player group" Then have an action for each AI player, in the player group section choose "Add player to player group".

    Posted in: Triggers
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    posted a message on How to make ALLIES

    I'd do it with a trigger at Map Initialization. There's an action in the Player category called Set Alliance. Use that to set up your 2 human players.

    The 6 AI's are a little harder, in the trigger create a Player Group variable and add each AI to the player group. Then use "Set Alliance For Player Group" to make them all allies. Either that, or set their relationships one at a time (15 combinations to go through would make it a bit tedious but it's possible to do it this way too.)

    Posted in: Triggers
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    posted a message on How do you make a cave?

    Is this an RPG, where the player only has 1 unit? If that's the case, you can do what I do and have the cave in a separate map. Use a region and triggers to detect when the player walks to the opening, store all important info in a bank, and activate the "cave" map. Then in the cave map have another trigger that detects when you go back to the exit and then go to the "surface" map. If the cave has more than one entrance/exit, you'll need a trigger for each one and another trigger to spawn the hero at the correct place on the other map.

    Posted in: Terrain
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    posted a message on Upgrade Unit to Unit 2

    It's a morph ability, correct? There are 2 places where the cost of an upgrade needs to be modified. In the ability itself you have a cost, and then the unit you're turning into also has its own cost. These are added together to get the cost displayed on the tooltip.

    Posted in: Data
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    posted a message on [Feedback] New Gettysburg terrain

    I like it! The lighting and environment effects are perfect.

    I'd say the amound of rubble is pretty good.

    If you want the Zerg base to be more "zergish" you might try moving the buildings so they're more clustered together, with wider spaces between the clusters, rather than being evenly spaced like it is now. Also Zerg bases don't look right until you throw a couple dozen Zerglings and a handful of Overlords in there.

    One other thing I'd do is get rid of the grass and green trees, or at least replace them with trees with no leaves. Pretty much everything in the area would be burned up by now. Watching the video, the only thing green I see is the sign at the beginning. ;)

    Also it would be unlikely that the neon signs would still have power, but I don't think there are that many non-working sign doodads that would fit, so there's not much you can do with that, other than removing the signs completely (which wouldn't be very realistic).

    Other than that, that's a pretty good map you have there.

    Posted in: Terrain
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    posted a message on count units of a player

    For the event, use "periodic event"
    For the actions, use set variable and set it equal to the "number of units in unit group"
    For the unit group, use "units in region matching condition"
    Should be pretty easy to figure out from there. Let us know if you need any more help.

    Posted in: Triggers
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    posted a message on Poll: What to do when a hero dies?

    I'm working on a single-player RPG in which the player can control up to 4 heroes at a time (sort of like the campaign mission where you have Raynor, Tychus, Swann, and Stetman in the Zerg tunnels) and I can't decide what to do when a hero dies.

    Here are the options I've come up with:

    1. Dead is dead. The only option is to go back to the last save point (this one make the most sense to me, from a science point of view, but would make the game harder)
    2. Some sort of item (medical nanobots, based on studying Zerg biology maybe?) which are very expensive and bring the hero back at something like 20% health and 0 energy (this doesn't make as much sense because it doesn't really fit with the Terran ideology)
    3. Have other heroes pick up the body and take it back to a town, where something like #2 is done
    4. The same Hero Death Prevention from the campaign. (probably the easiest to do, because the behavior is already there, but I think this might be a little overpowered)

    So, I was wondering what the rest of you think would be best?

    Posted in: Miscellaneous Development
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