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
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.
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.
@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.
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
It's basically just a modified movement update version that I found awhile back from someone... I can't remember who.
UpdateMovementEventsTimer-Every0.002secondsofGameTimeLocalVariablesDistancePerInterval=(Speed*RefreshRate)<Real>MovementDirection=(Currentcamerayawofplayer1)<Real>ConditionsActionsGeneral-If(Conditions)thendomultiple(Actions)IfThenElseGeneral-Elseif(Conditions)thendo(Actions)ElseIfWASDKeys[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
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.
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.
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.
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.
0
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
0
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.
0
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.
0
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'.
0
@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.
0
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
0
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.
0
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.
0
It's basically just a modified movement update version that I found awhile back from someone... I can't remember who.
Edit: Wow, that turned out really shitty. Uh... I'll do a screenshot tomorrow. xD
Edit by Moderator: Fixed for you
0
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.
0
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.
0
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.
0
I don't really know what the problem is? Mine looks like that too.
0
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.
0
@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.