Activating the Thor works perfectly - but I would like the player to have another chance to Activate the Thor if they choose to "Leave it" the first time. That I cannot figure out.
Also I have a question. When I create these buttons will only player 1 (the player that triggered them) be able to see them (this is what I want) or will all players be able to see/ interact with these buttons? If the latter is the case how could I get around that?
Hey deathtorn, just wanted to say I think it's pretty awesome you're stepping up to help out so many random people. :)
Also wanted to ask a question for you... so long story short, I'm trying to add triggers into a map that will give real-time feedback to the user. When their macro slips, they receive a notification. The goal is to have one for workers not building and Energy stockpiling... but here's what has me stumped - I think I've figured out the triggers to make this happen, but I can't set the buildings as Values because there are none on the map. (Start Locations not actually providing the buildings to hook up as Values, since Start Locations are technically Points)
Herm. Perhaps I fail at life but when I click on the link to your map I only get a page of gobbledey-gook. How do I open up / download your map link kind sir?
Aha. Thanks. I tried out your map and your triggers were amazing but I then tried to do a little copy pasty action over to the map I'm working on - changing the values for the relevant units and resource amounts and no dialogue box would pop up for me.
I know there are probably a lot of messy things in my triggers but mostly they work the way I want them to. I'm just concerned about the "Buy Unit" and other cool things that you supplied. What have I done wrong to not be getting the dialogue box?
blizz is messing with the visibility of buttons, I used to show the abilities a unit has.
a small dialog, like a tooltip came to my mind to solve this. whenever i select a unit of neutral player 13, i want to see a small explaining box above the command card explaining the unit with 3-4 lines. maybe with an icon too.
I'm not yet used to custom dialogs, a small example would be nice
There's actually two ways to do this, either with dialogs, or with modifying the tool-tip of the actual unit itself, when I get home in an hour I'll make an example of both.
Wow thanks a ton. I'll be sure to give you props when I publish my map. (I realized what my earlier problem was. I didn't know that you had changed the melee initialization trigger so when I copied and pasted your other work there was no dialogue box to display in.)
I'm making a system similar to smashcraft where it's RTS view and you don't auto aim. Could you create a system where if someone shoots and energy blast in a direction and another person shoots it in the opposite direction so the blasts collide that they will destroy each other? I'm not sure if that makes sense. Played marvel vs capcom 3 and some projectiles would cancel each other out or cancel one out and continue with less power. So if you have Ryu's hadouken with say 75 damage and Akuma's stronger Hadouken with 100 power it would end up with something like 25 or something along those lines.
deathtorn, it's people like you that keep me coming back to sc2mapster. PEOPLE ARE HELPFUL HERE! Anyway, what I'm trying to do is make a Naz$ Zombie-style TPS. I'm stuck on the barrier system. If you haven't played nzombies, you are in a bunker with windows blocked by barricades, which the zombies destroy to then eventually enter and eat you. I want to make this system, but everything I try doesn't work! If the barrier is alive, tell the last created unit (zombie) to attack the barrier. Then tell them to walk into the window and attack the player. If the barricade is already killed, tell them to walk in the window and attack the player. Could you make this for me and show me how to do it with multiple barriers? Because if one barrier goes down, with my system all the zombies go through THAT window instead of their own. I can't use pathing, spawn regions for each barricade are random and on top of each other in some cases. Please help!
@yopeasants: Go
You could potentially just set the attack priority of the barricades on the windows higher than that of the player unit, and then instead of your triggers ordering to attack the player unit the units are ordered to attack the postion of the player unit, which means that the zombies will attack anything that's unfriendly between them and the player unit. This could be set up with triggers aswell. If i work directly on your map it takes less time for completion, because I don't need to worry about creating the terrain and units, so if you could PM me your map, I'll get started, when I get home.
Hey deathtorn, im creating a impossible bosses type game with a sort of "arena mini game" where players can gather into 2 teams, an fight in a arena.
to give you the clearest idea of what i need, i'll explain how it should work out... there will be two seperate locations for each team to gather at (at this point there all still allies).
then i need a trigger to determine that their team sizes are equal (2v2, 3v3, 4v4, ect) and if so, seperate them into two teams (really jus make all one team one treat all on team two as enemy both ways)
then teleport each team to a designated area in the fighing arena.
then make it so when ALL the heroes on one team are dead, teleport everyone back to the original area, and restore alliances. i'd suggest using a behavior check to see which units are dead, as i use living damage an buffs to signify a dead unit (so i can "respawn" them easier)
Thanks and i hope you have a chance to look into this soon.
Also as a side note, a voting system would be awsome =) so heroes could vote on hard mode or normal mode for boss fights.
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@deathtorn: Go
Thanks for the help. Here's what I've got so far.
Activating the Thor works perfectly - but I would like the player to have another chance to Activate the Thor if they choose to "Leave it" the first time. That I cannot figure out.
Also I have a question. When I create these buttons will only player 1 (the player that triggered them) be able to see them (this is what I want) or will all players be able to see/ interact with these buttons? If the latter is the case how could I get around that?
I attached a map to my last post, but I guess you didn't notice.
Hey deathtorn, just wanted to say I think it's pretty awesome you're stepping up to help out so many random people. :)
Also wanted to ask a question for you... so long story short, I'm trying to add triggers into a map that will give real-time feedback to the user. When their macro slips, they receive a notification. The goal is to have one for workers not building and Energy stockpiling... but here's what has me stumped - I think I've figured out the triggers to make this happen, but I can't set the buildings as Values because there are none on the map. (Start Locations not actually providing the buildings to hook up as Values, since Start Locations are technically Points)
Any ideas?
@Darkenesis:
Hey Darkenesis, here's what you need.
Herm. Perhaps I fail at life but when I click on the link to your map I only get a page of gobbledey-gook. How do I open up / download your map link kind sir?
Right Click > Save Link As
@Karawasa: Go
Aha. Thanks. I tried out your map and your triggers were amazing but I then tried to do a little copy pasty action over to the map I'm working on - changing the values for the relevant units and resource amounts and no dialogue box would pop up for me.
I know there are probably a lot of messy things in my triggers but mostly they work the way I want them to. I'm just concerned about the "Buy Unit" and other cool things that you supplied. What have I done wrong to not be getting the dialogue box?
@eScapegoat100: Go
I'll set everything up for you, when I get home.
blizz is messing with the visibility of buttons, I used to show the abilities a unit has.
a small dialog, like a tooltip came to my mind to solve this. whenever i select a unit of neutral player 13, i want to see a small explaining box above the command card explaining the unit with 3-4 lines. maybe with an icon too.
I'm not yet used to custom dialogs, a small example would be nice
@b0ne123:
There's actually two ways to do this, either with dialogs, or with modifying the tool-tip of the actual unit itself, when I get home in an hour I'll make an example of both.
@b0ne123:
Here you are.
@eScapegoat100:
Here's what you need. I turned them into action definitions to simplify.
@deathtorn: Go
looks promising, thanks a lot :)
edit: damn it >.> lots of incoming work cause of you ;)
@b0ne123:
Haha! No problem.
@deathtorn: Go
Wow thanks a ton. I'll be sure to give you props when I publish my map. (I realized what my earlier problem was. I didn't know that you had changed the melee initialization trigger so when I copied and pasted your other work there was no dialogue box to display in.)
I'm making a system similar to smashcraft where it's RTS view and you don't auto aim. Could you create a system where if someone shoots and energy blast in a direction and another person shoots it in the opposite direction so the blasts collide that they will destroy each other? I'm not sure if that makes sense. Played marvel vs capcom 3 and some projectiles would cancel each other out or cancel one out and continue with less power. So if you have Ryu's hadouken with say 75 damage and Akuma's stronger Hadouken with 100 power it would end up with something like 25 or something along those lines.
@Keyeszx:
It'd really depend on the spell, but I honestly cannot think of a way to effectively do this without lag, within the trigger editor. =/
deathtorn, it's people like you that keep me coming back to sc2mapster. PEOPLE ARE HELPFUL HERE! Anyway, what I'm trying to do is make a Naz$ Zombie-style TPS. I'm stuck on the barrier system. If you haven't played nzombies, you are in a bunker with windows blocked by barricades, which the zombies destroy to then eventually enter and eat you. I want to make this system, but everything I try doesn't work! If the barrier is alive, tell the last created unit (zombie) to attack the barrier. Then tell them to walk into the window and attack the player. If the barricade is already killed, tell them to walk in the window and attack the player. Could you make this for me and show me how to do it with multiple barriers? Because if one barrier goes down, with my system all the zombies go through THAT window instead of their own. I can't use pathing, spawn regions for each barricade are random and on top of each other in some cases. Please help!
@yopeasants: Go You could potentially just set the attack priority of the barricades on the windows higher than that of the player unit, and then instead of your triggers ordering to attack the player unit the units are ordered to attack the postion of the player unit, which means that the zombies will attack anything that's unfriendly between them and the player unit. This could be set up with triggers aswell. If i work directly on your map it takes less time for completion, because I don't need to worry about creating the terrain and units, so if you could PM me your map, I'll get started, when I get home.
Hey deathtorn, im creating a impossible bosses type game with a sort of "arena mini game" where players can gather into 2 teams, an fight in a arena.
to give you the clearest idea of what i need, i'll explain how it should work out... there will be two seperate locations for each team to gather at (at this point there all still allies).
then i need a trigger to determine that their team sizes are equal (2v2, 3v3, 4v4, ect) and if so, seperate them into two teams (really jus make all one team one treat all on team two as enemy both ways)
then teleport each team to a designated area in the fighing arena.
then make it so when ALL the heroes on one team are dead, teleport everyone back to the original area, and restore alliances. i'd suggest using a behavior check to see which units are dead, as i use living damage an buffs to signify a dead unit (so i can "respawn" them easier)
Thanks and i hope you have a chance to look into this soon.
Also as a side note, a voting system would be awsome =) so heroes could vote on hard mode or normal mode for boss fights.