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    posted a message on [share] Creep Tumor Logic

    In reply to Drunkenseagull:

     That might just be them looking further out.  They can ignore tumors' zones.
    Thanks for the feedback.
    Posted in: Triggers
  • 0

    posted a message on psa - 'Unit Filter' - discussion

    In reply to Drunkenseagull:

     I too have found an instance of Unit Filter to work, I think it was somewhere near Validators...
    Try testing a unit group function.  That's where I encountered Unit Filter (alliances) to have no effect.
    Posted in: Triggers
  • 0

    posted a message on [share] SSpeed Mod alpha

    SSpeed Mod 1.0 Alpha (Only Zerg ready)

     

    My interest wanes, the map I share.

     

    It's complete for Zerg, but not Terran or Protoss.  It's fast paced, and pretty fun I suppose..

    I found a different interest, so I'm gonna go do that for awhile.  I decided to share this map because I felt like the work within it might be helpful for someone..  I hope it helps!

     

     

     

    map notes:

      • Zerg is battle-ready, although Spawn Locusts isn't smart yet.
      • Terran and Protoss needs Morphs, Upgrades, and Abilities.
      • In the future, if I come back to this, I could work on Morphs and Upgrades, but Abilities is more suited for players of Terran and players of Protoss to figure out.
      • There's nothing fun about working with the editor, although figuring out the logic for the abilities can be pretty interesting...   but not the editor.
      • Anyone who picks up the task, feel free to ask me for advise.  If I know how to do it, I will assist.
    Posted in: Triggers
  • 0

    posted a message on where can I see the ai logic?

    In reply to DrSuperEvil:

     In other words, you don't know, do you?  Well thanks for the information I guess..
    Following leads is still probably faster than whatever else I might try...
    Posted in: Data
  • 0

    posted a message on where can I see the ai logic?

    Where can I see the logic behind how the A.I. uses spells?  (such as validators)

     

    Posted in: Data
  • 0

    posted a message on psa - 'Unit Filter' - discussion

    So I just finished testing:

    • 'Units in Region Matching Condition'  vs
    • 'Units in Region With Alliance To Player Matching Condition'

    The difference in time it took was insignificant, imo.

    • [12 vs 14 seconds] after running 1,000,000 function calls instantly.  (I have a slow computer)

    I believe the latter function is more versatile because it can search by alliances.

     

     

    ps.

     

    I made a function which can search for up to 12 unit slots.  It's speed is optimized, it runs at 16 seconds compared to the others. It's completely customizable.  If you want it, it's yours, no strings attached.  (see below)

     

    (an example of the function in use)

    Posted in: Triggers
  • 0

    posted a message on psa - 'Unit Filter' - discussion

     

     

    'Matching Condition':

     

     

    I recommend using 'with Alliance' instead of the checkboxes.

     

    Feel free to discuss.

    Posted in: Triggers
  • 0

    posted a message on [closed] autocast for upgrades?

    Here's a demo for autocastable upgrades in case anyone is interested.

    Posted in: Data
  • 0

    posted a message on [solved] Asking for advise - One Big Mod or Mod + Parts?

    Long story short, new answer, to my question:

    You'll have to merge the files together in order to publish it.

     

    Having a good naming convention can help with the clutter.

    Posted in: Data
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    posted a message on [share] Creep Tumor Logic

    Critical Update

    I've updated the mod, changing the dependency from Balance Multi to Void Multi, in order to fix crucial elements, such as the lurker's ability to attack.  (for me, Balance Multi causes Lurkers to be unable to attack)

     

    Passive Updates

    Since I didn't want my mod to be the cause of breaking other people's maps, I've updated the mod and the download link.  All other updates will be done passively, without notification.

     

    Thank you and have a nice day?

     

    What do you do for fun?

    Posted in: Triggers
  • 0

    posted a message on Hold down RButton ⇢ keep clicking RButton

    Hi, just wondering if this is possible:

     

    I want to modify RButton response.

     

    Essentially, while RButton held down, keep clicking RButton.

     

    RClicker() {
    	While GetKeyState("RButton", "P")
    	{	MouseClick, R
    		Sleep, 120
    	}
    }

    Would love to have it in my map.

    Posted in: Galaxy Scripting
  • 0

    posted a message on [share] Creep Tumor Logic

    Here is my first completed Mod, feel free to try it!

     

    One thing you can do, is put it in Dependency of your Map or Mod.  It'll make creep tumors spread automatically! and smartly.

     

    Just be careful not to glue it in carelessly.  "Better save a backup."

     

     

    Feedback is always welcome, but mostly I just wanted to share it.

    Posted in: Triggers
  • 0

    posted a message on [closed] How to change a model's animation duration time?

    In reply to EDHRIANO:

     Thanks,

    I've narrowed down the location to probably the cutscene editor.  However I'm not interested in learning the cutscene editor if I can avoid it.

     

    The reason I believe it's in there is because:

    • I managed to make Blinding Cloud work indefinitely, whereas after replacing the model to Guardian Shield, then it only displayed for a short time.

    Can anyone provide instructions for extending the duration slightly or indefinitely?  If not, I'll manage by slowing down the animation speed...

     

    Thanks,  ✌

    Posted in: Data
  • 0

    posted a message on [closed] How to change a model's animation duration time?

    Does anyone know where I can change the duration for the model Guardian Shield?

     

    I want to use the animation but I want a longer duration.

     

    ————

     

    notes from future self:

           nope!

    Posted in: Data
  • 0

    posted a message on [solved] Asking for advise - One Big Mod or Mod + Parts?

    In reply to MaskedImposter:

     Roger.  When it's ready.
    Posted in: Data
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