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    posted a message on Galaxy Editor Machinima

    For your first problem. Look for Portrait in Triggers.

    Posted in: Miscellaneous Development
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    posted a message on Randomly selected unit?

    Okay, I'm getting even more confused.

    Why don't you just tell me what the trigger does in-game perspective.

    Posted in: Miscellaneous Development
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    posted a message on Triggering A.I to use skills

    Try removing (Status of player A) == Unused first.

    I have a feeling that having a Computer slot is considered a Used slot.

    Try that first.

    EDIT:

    Also, you don't have to make Target Unit and Target Location variables into arrays if you're not going to use them with arrays. Although if you have a reason to having them as variables with array, then go ahead, I highly recommend you to use them.

    Posted in: Miscellaneous Development
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    posted a message on Randomly selected unit?

    Can you explain it further more. I'm having a hard time triggering for you when I'm unsure of what you said.

    Posted in: Miscellaneous Development
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    posted a message on Retextures in map
    Quote from Eldrazor: Go

    No offense, but do you think anyone cares that a new guy who noone knows about (your avatar is kewl tho) is making a new map? You're better off posting a tutorial about how to do it :)

    What was that for? Increasing post count?

    Anyway, I think you should have posted this in Off-Topic or Project Brainstorming...
    I'm going to check your map out if you ever do manage to do that.

    Posted in: Miscellaneous Development
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    posted a message on Hi. PH?

    I usually get banned by moderators when they spend too much time in the forums. Other than that, I don't.

    I've been playing the world editor for 5 years now. I map-make and usually never release 70% of the maps that I spend more than a day with.

    If anyone wants to invite me to their project, I'll consider joining. I don't know a bit of this "Data Editor" though.

    Posted in: Off-Topic
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    posted a message on another hello

    Oh, I've played that game. I have to say that your map has so many... mysteries inside it.

    Nice to see a well-known mapmaker into the SC2 community.

    Posted in: Off-Topic
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    posted a message on Call of Starcraft: Future Warfare

    Exactly. Why play COD in Starcraft when you can play the actual thing?

    Posted in: General Chat
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    posted a message on Only spawn 1 unit problem

    Aight, the ZZMS variable isn't the best idea in a map that keeps on growing but it is the slimmest way to do this.
    I think adding more unit types would be simple enough though.

    Feel free to use your other concept (Though if you will, I'll show you how to do it properly)

    If you are going to use your original concept, expect additional 10 lines of actions for every trigger that will find the player's unit type.

    Also, looking back at this, I find it strange that I had written a whole tutorial just for my damn trigger and just for helping you.
    Maybe I'm going to be a teacher one day :P

    Posted in: Miscellaneous Development
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    posted a message on Only spawn 1 unit problem

    You can either follow that and hopefully understand the mechanics of my trigger one by one or...

    Just ask me bit by bit. Your call. I'm getting tired of explaining them further more.

    Posted in: Miscellaneous Development
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    posted a message on Only spawn 1 unit problem

    Ah, are you new with triggering? A person coming from WC3 would have known these things.

    I didn't use any advanced actions, events or variables. I just added a few simple actions and smart tricks that makes it shorter.

    Anyways, here's a guide to that damn trigger. These things you learn can be applied to other triggers.

    Variables:

    Temporary Integer = Temporary because it should only be used for instant instances. (The ones where it isn't waited to be used)
    Random Integer = Sets it to 1-4. Absolutely random, and patterns are just coincidence.

    Hero[x] = Sets it to the Last Created Unit.
    x = Player Number. So Hero[1] is the sole unit of Player 1.

    Random Unit Type[x] = This is where you set the unit types. Like set Random Unit Type[2] to Zergling.
    x = Unit types. 1 = Zealot; 2 = Zergling and etc. I suggest you stay with that order.

    Zealot, Zergling, Marine, Stalker[x][y] = A boolean (T/F). It's pretty much like your original Zealot, Zergling etc., booleans but compressed into 4 arrays. (Arrays are used to put multiple values into one variable)
    x = This is where the player number is.
    y = Unit types and if they're true or false.

    For example:
    Player 2 is spawned into a Zergling
    Zergling is the 2nd word of the variable "Zealot, Zergling, Marine, Stalker[x][y]"

    Therefore,

    Zealot, Zergling, Marine, Stalker[2][1] = False
    Zealot, Zergling, Marine, Stalker[2][2] = True
    Zealot, Zergling, Marine, Stalker[2][3] = False
    Zealot, Zergling, Marine, Stalker[2][4] = False

    Actions:

    General - For each integer Temporary Integer from 1 to 4 with increment 1, do (Actions).
                Actions
    

    This means that it will set the variable "Temporary Integer" into 1, and then you do the actions below, then after that is completed, it sets the variable into 2, and then uses that number again on the actions below.

    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                        Then
                        Else
    

    If = If the conditions are all positive, then it will do the actions in Then.
    Then = The actions inside this only occurs when If is all positive.
    Else = The actions inside this only occurs when at least one of the conditions in If is negative.

    IF

    (Triggering unit) == Hero[Temporary Integer]
    

    In other words, this condition is used up 4 times in the run of the trigger.

    (Triggering unit) == Hero[1]
    (Triggering unit) == Hero[2]
    (Triggering unit) == Hero[3]
    (Triggering unit) == Hero[4]

    If, let's say, Hero[4] is TRUE while the others are FALSE, then number 4 is carried over to the THEN actions. It will be known as (Temporary Integer) through the run of the THEN actions.

    THEN

    Variable - Set Random Integer = (Random integer between 1 and 4)
    

    Sets the variable "Random Integer" to a random number from 1 to 4. This is required. You are setting a variable into one of those 4 numbers. Once this action is completed (the set variable action) then you'll have one non-random value from 4 numbers. Example, the "Random Integer" sets its value into 3. In the whole trigger, the number 3 will be used. NOT a random integer from 1 to 4.

    Unit - Create 1 Random Unit Type[Random Integer] for player Temporary Integer at (Center of (Playable map area)) using default facing (No Options)
    

    In the Trigger, "Set Variables", you'll notice I had set some of the variables. This is required because there is no other time that these variables will be set into a value, other than in that Trigger.

    Okay, so you've placed Unit Type values in the variables in numerical order.
    Then you pick a random value in Random Unit Type using the "Random Integer" variable.
    Then the current "Temporary Integer" is used to know which player is getting the unit.
    Then you'll create a unit of a random unit type for a player in integer form called "Temporary Integer"

    If you had a hard time seeing what that meant, just take this example.

    ....... Create a unit of unit type .......

    Variables are...

    Random Integer = Number 3 of 1 to 4
    Random Unit Type[1] = Zealot
    Random Unit Type[2] = Zergling
    Random Unit Type[3] = Marine
    Random Unit Type[4] = Stalker
    Temporary Integer = 2

    Then...
    Random Unit Type[Random Integer] = Marine

    This Marine is given to Player 2.

    Variable - Set Hero[Temporary Integer] = (Last created unit)
    

    Remember the Unit variable with arrays called Hero[Array]?
    It will set the unit of that player to the Last Created Unit, which happens to be just above this action. (Create Unit For Player action)

    Variable - Set Zealot, Zergling, Marine, Stalker[Temporary Integer][Random Integer] = true
    

    This one is slightly harder to understand unless you've fully understood how the following works.

    For Each Temporary Integer from 1 to 4 and blah blah.
    Random Integer = Random integer from 1 to 4
    Arrays

    Pretty hard to explain so I'll give an example of this:

    Variable - Set Zealot, Zergling, Marine, Stalker[2][3] = true

    Zealot = 1
    Zergling = 2
    Marine = 3
    Stalker = 4

    This means Player 2 has Marine as True.

    The actions after this is pretty self explanatory.

    Alright, enough typing, time to play PS3.

    Posted in: Miscellaneous Development
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    posted a message on Disabling Selection

    Triggers > Unit > Set Unit State

    You can do things like:

                            Unit - Turn (Last created unit) Selectable state Off
                            Unit - Turn (Last created unit) Highlightable state Off
    

    There's a lot of options there, you'll like it.

    Posted in: Miscellaneous Development
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    posted a message on Only spawn 1 unit problem

    Your system was a little fat, so I took the liberty to slim it down.

    Below is everything that your trigger was. (Except for the Region variables)

    Just let me know if you still want help with your triggers.

    Unit Dies, Unit Spawn
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - For each integer Temporary Integer from 1 to 4 with increment 1, do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering unit) == Hero[Temporary Integer]
                        Then
                            Variable - Set Random Integer = (Random integer between 1 and 4)
                            Unit - Create 1 Random Unit Type[Random Integer] for player Temporary Integer at (Center of (Playable map area)) using default facing (No Options)
                            Variable - Set Hero[Temporary Integer] = (Last created unit)
                            Variable - Set Zealot, Zergling, Marine, Stalker[Temporary Integer][Random Integer] = true
                            Camera - Pan the camera for player 1 to (Center of (Playable map area)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                        Else
    
    Posted in: Miscellaneous Development
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    posted a message on Only spawn 1 unit problem

    Can I see that other trigger?

    Posted in: Miscellaneous Development
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    posted a message on Pro Sound Designer looking for modding team.

    A dedicated team at this kind of time?

    Posted in: Miscellaneous Development
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