I just zoom out until I don't hear stuff.
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Jun 7, 2020MaskedImposter posted a message on Infested Colonist / Infested Marine causing noise in editor [SOLVED]Posted in: Data
May 30, 2020MaskedImposter posted a message on (Solved) Having trouble adding ability cooldown via triggers.Posted in: Triggers
Let me know if I'm understanding right... You have a transforming unit (similar to a siege tank), but you don't know data all that well, so you're using a dummy ability, and transporting two separate units with triggers. Is that correct?
Regardless, I think my proposed solution should work... In data you can specify an ability cool down link. Set this to the same link for both units' transformation abilities. Then you will also set the location of the cool down to player (or maybe it's called global... I'm on phone atm). Normally the location is the ability or the unit, but making it the player will make it go on cooldown for all abilities with that cooldown link for that player. And of course be sure to specify a cooldown time on the abilities as well.
May 28, 2020Posted in: 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".
May 16, 2020Posted in: Triggers
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.
Apr 13, 2020MaskedImposter posted a message on (Solved) How to check for amount of units in an area?Posted in: Triggers
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.
Mar 26, 2020Posted in: Data
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.
Mar 26, 2020Posted in: Terrain
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.
Mar 20, 2020Posted in: Cinematic Creation
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.
Mar 20, 2020Posted in: Triggers
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.
Mar 20, 2020Posted in: Data
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.
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