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    posted a message on Trigger error

    In reply to oosnowwulfoo:

    I was Send it in private messege. I was joined with that invite link.

    Posted in: Triggers
  • 0

    posted a message on Change Unit ownership of not yet created units. (Help)

    In reply to oosnowwulfoo:

     Your welcome :)

    Posted in: Triggers
  • 0

    posted a message on Can't Publish Map

    In reply to oosnowwulfoo:

     That is interesting, because when I tried it with my other blizzard accounts (where I don't have sc2 bought)it didn't allowed it.  only on that one where I have the full version. However I tried it years ago.

    Posted in: Melee Development
  • 1.87423364041949

    posted a message on Change Unit ownership of not yet created units. (Help)

    In reply to oosnowwulfoo:

     You used last created unit in the action, but it won"t work because it references to the unit that created with triggers, but you want to referenc to a unit that created by ability, so you can put the created unit instead of last created unit like you did in the conditions.

     

    correct trigger:

     

    Events
    Ability -Any Unit creates a unit with ability Any or behavior No Game Link
    Local Variables
    Conditions
    (Owner of (Created unit)) == 1
    Actions
    Unit -Change ownership of (Created unit) to player 0 and Change Color

    Posted in: Triggers
  • 0

    posted a message on Trigger error

    In reply to oosnowwulfoo:

    you will need 2 global variables
    Timer = (New timer) <Timer>
    TimerWindow = No Timer Window <Timer Window>
    and a trigger like below. Queue in the actions are important.

    Events
    Game -Map initialization
    Local Variables
    Conditions
    Actions
    Timer -Create a timer window for Timer, with the title "Timer", using Remaining time (initially Visible)
    Variable -Set TimerWindow = (Last created timer window)
    Timer -Show TimerWindow for (All players)
    Timer -Set timer for TimerWindow to Timer
    Timer -Start Timer as a One Shot timer that will expire in 60.0 Game Time seconds

    Posted in: Triggers
  • 0

    posted a message on Can't Publish Map

    In reply to oosnowwulfoo:

     Did you bought starcraft 2? Free version doesn't include map publish. If you buy it you got 300mb storage and you can upload files to battlenet. If you bought it check that you loged in via editor too. because some time it didn't check the battlenet app logins and requires another login within the editor.

    Also there is a side effect if you log in the editor the people will see you in sc2 az online, even if you just login from the editor. It has nothing to do with your question just an interesting fact :).

    Posted in: Melee Development
  • 0

    posted a message on Trigger error

    In reply to oosnowwulfoo:

     Maybe it was more complex for other uses. For example I would like to suggest to put your hero into a variable, so if you accedently remove it from edit, you can replace it with one selection. If you remove the direct referenced unit, all trigger that uses it, will be disabled(however the editor warn you about this so if you read the question, not just press yes withou reading you will be notified). It it happens, you must change the trigger to the newly placed unit. But if you store it in a variable and delete it, only the variable lost it's value, but the triggers dont. So you have to redefine the variable only and not your entire code.

    For the question: That will be a more comlex answer, and in there you must definitly use variable, at least for the wave couning, and unit counting. So the basic idea that you store every existing and later spawned unit to a unitgroup(as variable). And a integer variable for count the waves. So with them count the untis in the unit group and if it is reaches the 0 then increase the wave counter by 1. When the integer reaches the maximum number and all unit in  the unit group dies the player wins. There are multiple trigger options for that :).

    If you need technical help feel free to contact me on the sc2mapster discord channel (Iam not admin or something just a member,) it is easyier to asnwer specific questions or just send an example file :). I can answer you here too, but it would be wall of text :). If I write the explanations too, not just the clean code :).

    Posted in: Triggers
  • 0.956982131039047

    posted a message on Trigger error

    Picked units must be defined first.
    You should use any unit(or if you have only one hero that is placed on them, use it az a fix value) in the events
    or as you did earlier define it in the condition instead of the event but not as 'picked unit', but 'triggering unit'.
    the action you did shouldwork if you change the event and the conditions from 'picked unit' to 'triggering unit'

    So if you have one hero that you already placed in the map. You can reference him directly.

    Events
           Unit -Cargo Truck (Trailer) [127.83, 146.06] dies
    Local Variables
    Conditions
    Actions
           Game -End game in Defeat for player (Owner of (Triggering unit)) (Show dialogs, Show score screen)

    you can use fix player instead of owner of triggering unit if you woud like. but usually the hero owner loses the match, so that'why I created the code this way :). Also with this you can copy the trigger for another unit with another owner player, you just reselect the other hero en the other event, and you can copy the action from the previously created one without modify the player manualy :).

    Posted in: Triggers
  • 0

    posted a message on Units placed on low ground but spawn in-game in midair

    In reply to KennenMainNA:

     Map\Map Options\game options:

    uncheck the field called  'all units use  base height'.

    Another idea for cloud, is to search or creat weather or cloud like assets within the editor(such as existing doodads, units, models, or model files).

    Posted in: Data
  • 0.952963671128107

    posted a message on Make AI Replace Created Units?

    In reply to dudkisc2:

     do you want to rebuild, replace or revive them?

    for rebuild(AI rebuilds the specified unit types) there are 2 rebuild triggers. one is working with object class (unit, building) and one with unit types. it requires active AI I think.

    for replace (change a unit to other unit defined by unit types also stats can be moved too)there is a trigger that changes a specified unit(last created, picked unit, triggering unit, value, variable, etc.) with another unit of the given unit type. for exmaple changes a placed marine to marauder. or can change all marine in a unit group to marauders. for tha last example you must put the marines in to unit group.

    for revive, (revive the unit that died)there is a trigger that revives a specified unit. Important that the trigger only work by itself if the a revive is instant after the unit dies, and uses the dying position as revive point. If you want some time before it happens, you must put the dying unit into a variable, and later ony use this variable in the unit part. Also there is 2 hero revive function but I didn't tested it yet. In star craft 2 the revive works with any units, not just with heroes, as in warcraft 3 where only heroes can be revived, or at least it was like this before reforged.

    Posted in: Triggers
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