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    posted a message on Kills[Killing Streak]

    I would use the custom values of a unit to track stats, but there are probably easier ways

    Posted in: Triggers
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    posted a message on [Request] Tinted tiles

    uhm... I don't understand.. i just want a rocky tile in different colors.

    Posted in: Art Assets
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    posted a message on [Request] Tinted tiles

    Hi,

    I would like someone to make a random tile, preferably something marble looking so not grass. I was hoping to get the tile in the color red, orange, blue, teal, green, purple, brown, grey.

    If anyone could do this i would be really happy!

    Thanks in advance.

    Posted in: Art Assets
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    posted a message on Handle Type

    Its like a fingerprint for your starcraft account, you can find your handle under documents>Starcraft 2>accounts>(a bunch of numbers of your account)>handle

    it looks like this for example 2-S2-2-13613631.

    Usage? Maybe restrict admin commands to your handle so you can use them live? Dunno

    Posted in: Galaxy Scripting
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    posted a message on move unit instantly trigger problem

    set the beacon to a neutral player and a condition checking which player entering

    exakens solution is probably smarter.. nice ice tile set btw

    Posted in: Map Suggestions/Requests
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    posted a message on Please help, just need a simple trigger

    Event - Any player property changes

    Condition - Minerals <= 0

    Action - Pick all units owned by player and make uncommandable

    Posted in: Triggers
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    posted a message on Dialog labels returns text ID instead of real text

    @Ahli634: Go

    Thanks for the fast answer! How would i do that? And should he also do it. Will this bug appear more times because it just happened recently, worked perfect ealier.

    Also, where do i find those locales.

    Thanks in advance.

    EDIT: fixed it map>locales

    Posted in: Triggers
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    posted a message on Dialog labels returns text ID instead of real text

    Hi,

    For me, when testing from the editor it works perfectly but for my workpartner it displays the text ID or something. Even after saving multiple times it gives the same error for my friend but still not for me.

    This is not tested live on BNET since the map is not supporting it yet.

    SS over the error/id text: http://puu.sh/37FDS.jpg

    Every help suggestion is appreciated!

    Posted in: Triggers
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    posted a message on Terrain artist available for work.

    Hi, i have been looking for a guy like you. Sending PM!

    Posted in: Team Recruitment
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    posted a message on How stop trigger instance only for triggering player

    i think he got the variable but what he needs is a condition checking the variable and if its over 8 the trigger should not fire

    Posted in: Triggers
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    posted a message on Stopping a unit from leaving the water

    nice one

    Posted in: Triggers
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    posted a message on Stopping a unit from leaving the water

    @willuwontu: Go

    Oh, when you put it that way.. well.. i would have used a different texture for water areas then and have a trigger periodically check the texture and then drown the unit if its not supposed to be there.

    Edit: I thought it was the other way around but i guess fish wont be travelling with medivacs anyway

    Posted in: Triggers
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    posted a message on Stopping a unit from leaving the water

    @willuwontu: Go

    Make holes in the pathing where they are supposed to travel? Where is the problem else :P

    EDIT: i mean, if transports are supposed to work then pathing is the solution, if its supposed to be like chokepoints that are walkable then pathing is still the solution :p

    EDIT2: force to open the editor, added screencap. I have not worked with no flyzone pathing yet so im not really sure if it works but see how i left a hole that is passable by both air and ground.

    Posted in: Triggers
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    posted a message on Stopping a unit from leaving the water

    @SoulFilcher: Go

    I assume you mean flying transports like medivac? There is a "No-flyzone" pathing too :D!

    If you mean that a ground transport can target outside the pathing and bypass it then make the deploy range shorter or the pathing wider or have a trigger to check the texture (i dont have the editor so i cant check exactly what atm) and if its outside the water then stop his order

    Posted in: Triggers
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    posted a message on Cinematic timers

    @BasharTeg: Go

    I hope he returns with a result, im curious :D

    If no solution is to be found it might be easier to just replace with real time waits instead.

    EDIT: Looking more into the trigger, i see you pan the camera with duration, that might be able to stir some shit up when game speed is changed, im looking forward to see the results.

    Posted in: Triggers
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