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    posted a message on Health % based Triggers

    I think the easiest way would be to use a "While" loop. These take conditions similar to "if then". A while loop continues to loop as long as the conditions are true. If they aren't true the first time they'll never get executed (same as if then). If a while loop reaches the end of itself, it'll check the conditions again, and if they are still true, it will play through again (different than if then).

     

    So you can use if boss health is > 75%. You'll probably also want to add boss is alive to each phase as well to be on the safe side. And you'll want some kind of wait action in your while loop (probably at the end) otherwise you can end up with an infinite loop that could crash the game.

     

    Also if you want these phases in separate triggers, the following actions could be of use: "turn trigger on/off", "stop trigger", "run trigger".

     

    Posted in: Triggers
  • 1.85594505152598

    posted a message on Help with Player Groups

    Someone may be able to help sooner, I'll have more time on Monday to go in depth with an answer (and probably will create a video to explain).

     

    Some stuff that might help now, but may not since I'm unable to fully explain at the moment...

     

    It would be better to create an empty player group array that is the size of the number of players, instead of a bunch of player groups. 

     

    "Convert player to player group" creates a brand new player group with one member, rather than finding what group a player is currently in. It's a more useful function when you want to do something with a single player, but the particular function affects player groups, rather than an individual player. For instance, I want to hide a menu for player 1, rather than all players.

    Posted in: Triggers
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    posted a message on Looking for a map maker!

    What's the gameplay like?

    Posted in: Map Suggestions/Requests
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    posted a message on Looking for a map maker!

    What's Lost Kingdoms? Google doesn't tell me anything.

    Posted in: Map Suggestions/Requests
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    posted a message on (Solved) How to check for amount of units in an area?

    The condition you want is "Number of unit in unit group".

     

    For "Unit Group" choose "units in region matching condition".

    For "Any" click on the "value" tab and choose zergling.

    The default region is "entire map", but you can change that to any region you like. 

    You can also choose what player owns the zerglings, and it will only count those zerglings owned by that player. Any player, means the ownership doesn't matter. 

    Leave "Any Amount" as is. This is basically a maximum value it will count, which is not something you want for this.

    Posted in: Triggers
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    posted a message on Major map issues...

    It sounds like you simply have too many units, and I don't think you'll be able to just add more units in a game like SC2. Showing the units graphically, as well as complex computations like pathfinding take a lot of computer resources. One option would be to find a different game which supports larger armies.

     

    An alternative option would be to do some sort of work around such as "banking" units. By this I mean you would have some sort of numeric representation of your units, but not actually have them on the field. Say you have 1000 zerglings, but only 100 are actually on the field. When one zergling on the field dies, a zergling is automatically spawned, and you deduct 1 from the bank.

    Posted in: Data
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    posted a message on Map looks too bright

    I would try adjusting the lighting settings. This night/day tutorial should give you the basics on where that stuff is located and how to adjust it.

     

    https://www.sc2mapster.com/forums/resources/tutorials/179783-video-data-lighting-day-and-night-data-system

    Posted in: Terrain
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    posted a message on Cutscene editor - Display actual terrain

    I don't know a ton about the cinematic editor so what I'm about to mention might be the old school way of doing things...

     

     

    A lot of user made cutscenes will use purely the trigger editor (not cut scene editor). There's lots of camera functions like pan camera, fade in/out, enable cinematic mode, etc. Since these use the regular camera, they will include all terrain.

    Posted in: Cinematic Creation
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    posted a message on [Banks] Upgrading units between maps

    Click on the wiki link up above, then choose tutorials. There are several on banks. They are old, but banks have barely changed. Pretty easy to set up too.

    Posted in: Miscellaneous Development
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    posted a message on Linking maps, campaign style

    You can do it offline. Check out any map project that includes a campaign launcher to see how it is done. For persistent upgrades between maps, look at tutorials on banks. They are text files that can be saved to the player's computer.

    Posted in: Triggers
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    posted a message on Behavior and Persistent Effect Help

    You can give the weapon more than one persistent effect which is contained within a switch effect. Switch effects let you decide which effect to run based on validators (for instance if the unit has X behavior). The behavior can then be applied or removed in triggers. You'd have to make a persistent effect, validator, and behavior for every period count you want though. I don't think there is a way you could simply increase the period to any number you wanted without setting them up.

    Posted in: Data
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    posted a message on (SOLVED) Changing Ownership on Spawn

    I would probably go the trigger route. I would loop through the players and compare the distance between two points. Whichever is shortest is the player I would assign ownership to. The two points would be position of unit (the debris tower) and starting location of player.

    Posted in: Data
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    posted a message on units fire from the ground

    It might help to include some pictures or a video of your unit and actor data.

     

    In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.

    Posted in: Data
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    posted a message on units fire from the ground

    It might help to include some pictures or a video of your unit and actor data.

     

    In the past I've had some issues where an attachment field was looking for a specific unit type to base it's position off of, which was the old unit. I think it was either Alarak's destruction wave, or the targeting actor for Keegan's dash attack. You might be having a similar issue.

    Posted in: Data
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    posted a message on How would I make a photon cannon be able to move like a unit

    Off the top of my head... You'd need two things. Give it a move command, and a speed/acceleration.

    Posted in: General Chat
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