This works fine. Raynor spawns and is selected for Player 1. However, if I then say "Select Leader for player 1" in ANY OTHER TRIGGER it doesn't work. The selection is unchanged. And yes, "Leader" is set up as a global variable, not local.
I was working on my RPG and I noticed that one of the player properties you can change, along with minerals and gas, is also credits. I was wondering, is there a way to display the player's current credits instead of/in addition to the mineral/gas/supply counters? The game currently uses minerals for money, but it would be much better if it used actual credits.
5. Select the ability in the data editor. Look for the "Cost +" field. Double click, scroll down some. There's places for cooldown, energy/mineral/vespene cost, charges, anything you want.
Regarding the Nydus question, create a new Requirement. Set its condition to something like "Count Nydus Network less than 2". I think that should work.
Another question: Is there a way to select a specific set of unit types, instead of just one or "Any" when Picking Each Unit?
In Conditions, make one that says "Unit type of triggering unit = whatever" Use "or" if you want multiple types (say, Marines, Marauders, or Firebats but nothing else) to activate the trigger.
Hmm... would it be possible to make the weapons fire sequentially, but have the time between each one be something like .001 second so you can't tell the difference?
There's currently no easy way for a trigger to get "Region affected by triggering ability". Like when you cast Psi Storm or something, it would be useful to be able to return the region affected by that ability. The only way is to "convert circle to region" and put in the target position and effect radius, but if your ability's radius changes based on skill levels, then you'd have to go through and change each trigger, have an extra variable for each ability with a changeable radius... you get my point. Also a unit group "units affected by triggering ability" would be nice.
EDIT: Oh, one more thing... I can't believe they didn't put "Unit Race" as an option in Unit Properties. I can't count how many times I've wanted to have a trigger say "If Unit Race of triggering unit == Terran"
I'm not sure, but I don't think there's any such thing as "at the same time". Even using triggers, one will always occur [i]slightly[/i] before the other. That's my understanding, any way, I could be wrong.
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I have the following as part of a trigger:
This works fine. Raynor spawns and is selected for Player 1. However, if I then say "Select Leader for player 1" in ANY OTHER TRIGGER it doesn't work. The selection is unchanged. And yes, "Leader" is set up as a global variable, not local.
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Looks like the error you made was multiplying BOTH numbers by 4096 and then multiplying them together, so you need to divide the product by 4096^2.
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I might contribute. I'm pretty busy with my RPG project right now, but I'll probably have some time in between programming sessions.
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Ah, thanks! I knew it would be something obvious I had overlooked...
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I was working on my RPG and I noticed that one of the player properties you can change, along with minerals and gas, is also credits. I was wondering, is there a way to display the player's current credits instead of/in addition to the mineral/gas/supply counters? The game currently uses minerals for money, but it would be much better if it used actual credits.
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That's awesome. Now if there was only a snow tileset...
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5. Select the ability in the data editor. Look for the "Cost +" field. Double click, scroll down some. There's places for cooldown, energy/mineral/vespene cost, charges, anything you want.
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Regarding the Nydus question, create a new Requirement. Set its condition to something like "Count Nydus Network less than 2". I think that should work.
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Yes, a much simpler unit editor (like the SC1's editor, only with a few more features) would be nice for beginners.
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In Conditions, make one that says "Unit type of triggering unit = whatever" Use "or" if you want multiple types (say, Marines, Marauders, or Firebats but nothing else) to activate the trigger.
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No idea. Pretty much just thinking out loud here. (I'm sorta new to modding)
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Hmm... would it be possible to make the weapons fire sequentially, but have the time between each one be something like .001 second so you can't tell the difference?
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There's currently no easy way for a trigger to get "Region affected by triggering ability". Like when you cast Psi Storm or something, it would be useful to be able to return the region affected by that ability. The only way is to "convert circle to region" and put in the target position and effect radius, but if your ability's radius changes based on skill levels, then you'd have to go through and change each trigger, have an extra variable for each ability with a changeable radius... you get my point. Also a unit group "units affected by triggering ability" would be nice.
EDIT: Oh, one more thing... I can't believe they didn't put "Unit Race" as an option in Unit Properties. I can't count how many times I've wanted to have a trigger say "If Unit Race of triggering unit == Terran"
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I'm not sure, but I don't think there's any such thing as "at the same time". Even using triggers, one will always occur [i]slightly[/i] before the other. That's my understanding, any way, I could be wrong.
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If the weapons are of the same type, then couldn't you just have 1 weapon that takes 1/6 the time to cool down?