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    posted a message on Prevent units from leaving creep?

    This might be possible if you used triggers, but the only way I can think of off the top of my head would lag like hell. I thought of it as a result of the 'mouse tracker' work around. Cover the map in units, use those to determine where there is creep and where there isn't, then find the edge of each creep circle depending on their position in relation to nearby units. From there, you could spawn or remove another unit that actually has collision, like an invisible structure, and use that as your 'cliff'. Just a thought. By the by...have you seen my topic? I still need help ;D

    Posted in: Data
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    posted a message on Too Close To Resources?

    Solved!!!

    Trying to do what I thought would be a simple change, and it either really is, or no one else has tried it. I'm inclined to think the prior. Anyway, I'm trying to make it so you can, in game, place a Nexus right next to any resource you please. I'm confused. xD I do have experience with the data editor, but I just can't find a variable that would make sense. I thought about the footprint, but that's what makes the neato 5x5 green grid.

    Posted in: Data
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    posted a message on Getting the First Created Hatchery For Each Player Problem

    Thanks for the reply; just thought I'd let anyone with a similar issue know that I figured it out. The editor was extracting the 'Triggering Player' from the owner of the drone; unfortunately, the drone didn't exist anymore. Trigger out of bounds. Like you said. Anyhoo, I fixed it by changing all instances of Triggering Player to Owner of Triggering Progress Unit.

    Posted in: Triggers
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    posted a message on Pick Biggest Integer From 3 Variables

    You may want to have it output the result of that in a transmission. I believe that you may simply be misinterpreting the function of 'max'.

    Posted in: Triggers
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    posted a message on I need help plz!

    @Doite I meant no offense; I even offered help after. I simply think that a semi-professional tutorial written up by someone with alot of free time would be a good start for someone on his level. Again, I'm sorry if you thought I had a negative tone.

    Posted in: Triggers
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    posted a message on Getting the First Created Hatchery For Each Player Problem
    Zerg Start
        Events
            Unit - Any Unit construction progress is Completed
        Local Variables
        Conditions
            (Unit type of (Triggering progress unit)) == Hatchery
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    HatcheryVar[(Triggering player)] == 0
                Then
                    Unit - Create 1 Overlord for player (Triggering player) at (Position of (Triggering progress unit)) using default facing (No Options)
                    Variable - Set HatcheryVar[(Triggering player)] = 1
                Else
    

    So yea, the objective here is to create an overlord at the position of the first completed hatchery for each player that constructs one. It's probably some silly noob error, but just incase it isn't, this is the error I get in the trigger debugger. 00:02:45.69 Trigger Error in 'gt_ZergStart_Func': An error occurred starting StarCraft II. Please try again. ...Yea. What makes this weird is that I'm not starting Starcraft 2; I'm in the middle of a game. It doesn't even crash. I think this error message is a bug. xD

    Posted in: Triggers
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    posted a message on Problems with WASD Movement

    You mean the update movement trigger? Wouldn't keeping it on all the time cause lag/framerate drops? The map lags enough already I think.

    Posted in: Triggers
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    posted a message on Problems with WASD Movement
    A Key Pressed
        Events
            UI - Player Any Player presses A key Down with shift Allow, control Allow, alt Allow
        Local Variables
        Conditions
        Actions
            Variable - Set WASD Keys[1] = true
            Animation - Play Walk animation for (Actor for Hero [43.38, 226.05]) as Default, using Play Forever, Model Driven Looping options and Default Time blend time
            Trigger - Turn Update Movement On
    

    They're all like that one, but changed the 1 to the appropriate number. There are 'released' triggers as well that turn off the variable.

    Posted in: Triggers
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    posted a message on Problems with WASD Movement

    It's basically just a modified movement update version that I found awhile back from someone... I can't remember who.

    Update Movement
        Events
            Timer - Every 0.002 seconds of Game Time
        Local Variables
            Distance Per Interval = (Speed * Refresh Rate) <Real>
            Movement Direction = (Current camera yaw of player 1) <Real>
        Conditions
        Actions
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == true
                            WASD Keys[1] == false
                            WASD Keys[2] == false
                            WASD Keys[3] == false
                        Then
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == false
                            WASD Keys[1] == false
                            WASD Keys[2] == true
                            WASD Keys[3] == false
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Backwards)
                            Variable - Set Distance Per Interval = (Distance Per Interval * Reverse Multiplier)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == false
                            WASD Keys[1] == true
                            WASD Keys[2] == false
                            WASD Keys[3] == false
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Left)
                            Variable - Set Distance Per Interval = (Distance Per Interval * Strafe Multiplier)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == false
                            WASD Keys[1] == false
                            WASD Keys[2] == false
                            WASD Keys[3] == true
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Right)
                            Variable - Set Distance Per Interval = (Distance Per Interval * Strafe Multiplier)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == true
                            WASD Keys[1] == true
                            WASD Keys[2] == false
                            WASD Keys[3] == false
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Forward Left)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == true
                            WASD Keys[1] == false
                            WASD Keys[2] == false
                            WASD Keys[3] == true
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Forward Right)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == false
                            WASD Keys[1] == true
                            WASD Keys[2] == true
                            WASD Keys[3] == false
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Backward Right)
                            Variable - Set Distance Per Interval = (Distance Per Interval * Strafe Multiplier)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            WASD Keys[0] == false
                            WASD Keys[1] == false
                            WASD Keys[2] == true
                            WASD Keys[3] == true
                        Then
                            Variable - Set Movement Direction = (Movement Direction + Backward Left)
                            Variable - Set Distance Per Interval = (Distance Per Interval * Strafe Multiplier)
                    General - Else if (Conditions) then do (Actions)
                        Else If
                        Then
                            Animation - Play Stand animation for (Actor for Hero [43.38, 226.05]) as Default, using Play Forever, Model Driven Looping options and Default Time blend time
                            Trigger - Stop all instances of Update Movement
                            Trigger - Turn (Current trigger) Off
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (((Position of Hero [43.38, 226.05]) offset by Distance Per Interval towards Movement Direction degrees) is passable) == true
                Then
                    Variable - Set Movement Direction = Movement Direction
                    Unit - Move Hero [43.38, 226.05] instantly to ((Position of Hero [43.38, 226.05]) offset by Distance Per Interval towards Movement Direction degrees) (Blend)
                Else
    

    Edit: Wow, that turned out really shitty. Uh... I'll do a screenshot tomorrow. xD

    Edit by Moderator: Fixed for you

    Posted in: Triggers
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    posted a message on I need help plz!

    This is really simple stuff. Have you considered looking over a tutorial for the basics of the galaxy editor before moving into an actual project? At any rate, the triggering unit is the dying unit.

    Posted in: Triggers
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    posted a message on Problems with WASD Movement

    It works- but there are some rather glaring issues that I don't understand. When I push W+D for Up+right, it works. When I let go of D without letting go of W and then push A for up-left, my character stops. Looking in the trigger debugger, it shows that despite releasing the D key, the trigger never thought that I did. I'm not sure why.

    Posted in: Triggers
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    posted a message on Custom Animations in 3DSMax

    Probably not the best place for this, but I've exported the Shackled Ultralisk model, and, in the interest of allowing a 'freed' animation wherein the ultralisk breaks its shackles, I've been working on that.

    Unfortunately, no matter what changes I make or what I do, the keys always seem to reset for, as far as I can tell, no reason. Was really hoping I could get some help on this. Yes, I set the starter key, and yes I have the action key. It just treats them as if they aren't there.

    Posted in: Miscellaneous Development
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    posted a message on [HELP!] It doesn't show it all.....

    I don't really know what the problem is? Mine looks like that too.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] If Player 1 owns x <building>...

    Just make an Integer variable and set the value to Number of Units in Unit Group and make the Unit Group refer to Units in region Matching Condition make the units Barracks, the region the entire map, and the condition 'owned by player 1'. I think that should work.

    Posted in: Miscellaneous Development
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    posted a message on Removing The Player Name Tag

    @progammer: Go

    Are you sure? I could've sworn I tried that one...Hold on... Wow. I can't believe I didn't try that. =\ Well thanks, anyway.

    Posted in: Miscellaneous Development
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