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    posted a message on Why wont you just die!

    @CrazyTwigman: Go

    Good stuff :D

    Posted in: Triggers
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    posted a message on [SOLVED] Select multiple units + not allowed to control them

    @jcraigk: Go

    No worries at all :)

    Posted in: Triggers
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    posted a message on I played a map so much that I knew it backwards.

    @Taintedwisp:

    LOL It is serious fun though to have an idea come to fruition and to see the final product come out really well and be fun while you're at it.

    Posted in: Map Review
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    posted a message on [SOLVED] Select multiple units + not allowed to control them

    @jcraigk:

    Enable/Disable Command Type UI

    Disable everything

    Posted in: Triggers
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    posted a message on Issue with exporting my map image

    @xXdRaGoNrIdDeRXx:

    Good stuff :)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on I played a map so much that I knew it backwards.

    @jaxter184:

    Some people are more dedicated than others I suppose

    Posted in: Map Review
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    posted a message on I played a map so much that I knew it backwards.

    @DuckyTheDuck:

    LOL.

    I think it gets to borderline insanity the amount of hours I put in. I think all of us mappers know the feeling though when we get so caught up that we end up lacking in sleep and such.

    Posted in: Map Review
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    posted a message on Issue with exporting my map image

    @xXdRaGoNrIdDeRXx:

    Happened to me on Braxon. Useless. You can set up a camera in game that will enable cinematics and do an aerial shot of the map. Then go in game, press your Camera key to activate the camera view, and print screen.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Unit Scale]Unit is scaled too small to click.

    @DrSuperEvil:

    Yeah that makes way more sense. You can reduce the unit footprint to so they have zero collision with other units.

    Posted in: Data
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    posted a message on [SOLVED] Select multiple units + not allowed to control them

    @jcraigk:

    That makes much more sense.

    I don't know if there is a way to assign spectator status to a player in game or not.

    If you could have it that when you select allied units, it changes your status to Spectator, that would work right?

    But I thought you wanted to go right into the core of the game play and change the mouse commands at the core level. Which to me seems like a huge job. So like disabling command card clicking on allied units. I couldn't even find out how to screw with clicking on a unit with the right mouse let alone mess with the core configuration of how the game works.

    Posted in: Triggers
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    posted a message on Why wont you just die!

    <<quote 443399>>
    I put a Text message at at same time as kill picked unit and the message comes up but they still dont die... ?
    <</quote>>

    That means it's triggering fine but your one single line is the culprit. It Doesn't pick the units and then kill them. Use Terhonator's suggestion. Guaranteed kill.

    All you have to do then is make up one kill trigger for each player. So:

    Kill Player 1 Enemy Pylons
        Events
            Any unit enters region "Bait"
        Local Variables
        Conditions
            (Owner of triggering unit = 1)
        Actions
            Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 2 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
    Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
    Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)

    ---
    Kill Player 2 Enemy Pylons
        Events
            Any unit enters region "Bait"
        Local Variables
        Conditions
            (Owner of triggering unit = 2)
        Actions
            Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
    Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
    Unit Group - Pick each unit in (Pylon units in (Entire map) owned by player 4 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)

    -----
    etc

    And you can keep them separate so that you have your Kill triggers doing exactly what they need to do without you being confused with heaps of information in one trigger.

    It's not as condensed but it works.

    Posted in: Triggers
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    posted a message on BraxoN - Interactive movie.

    That's insane. Screw that.

    SC1 had "Portrait talk" So why can we have "Model Talk"? They have "Model Dance" right?

    Posted in: Map Feedback
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    posted a message on I played a map so much that I knew it backwards.

    This map I played got me to the point where I could hardly stay awake. I played it so much that I even dreamed about it.

    It's insane how much time I spent playing this map.

    The map is called "Spank My Kerrigan"

    Another I played that much is called Braxon.

    I played them so much that I had to uninstall Starcraft 2 to stop playing them.

    Posted in: Map Review
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    posted a message on Sound Effect person wanted!

    freesound.org is great

    Posted in: Team Recruitment
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    posted a message on [Unit Scale]Unit is scaled too small to click.

    For Kerrigan, I needed to slap her with a right mouse. This didn't select her. It just tried moving my Infestor that was selected. So I set up a thing where I had 4 points. Each offset by a certain amount in all 4 directions. I then had a trigger that when right mouse was clicked, if the click was between the points of the X axis and the Y axis, then I run my actions.

    So basically it's setting up a region where the mouse click will be registered.

    You can check it out in the map if you want.

    Posted in: Data
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