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    posted a message on Creating Unit Attributes Without Using Behaviors

    @KrayzBlu: Go

    Stats - Maximum Stack Count

    Posted in: Miscellaneous Development
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    posted a message on Respawning problems

    Are the models for the heros there? Such as Jim Raynor. If not your using the old one; go to your SC2 folder and use that one instead of the beta one. You should actually uninstall the beta to completely stop any future confusion.

    Posted in: Miscellaneous Development
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    posted a message on Search Area Requirements? [Solved]

    So it doesn't. Thanks much.

    I just assumed that it would still fire but not apply its effect because of the validator.

    Thanks sir. ;D

    Posted in: Miscellaneous Development
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    posted a message on Search Area Requirements? [Solved]

    The search area applies a launch missile(Not really needed, but its there to add art and something to not just be boring), so I need to stop it before it shoots a missile to a target that it wont effect, which is why I'm having a problem.

    Posted in: Miscellaneous Development
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    posted a message on Search Area Requirements? [Solved]

    Can you explain?

    I played with validators a bit, and I couldn't figure out how to get them to work in the search area effect. It has to be in the search area, it can't be on the Apply Behavior or anything.

    The closest thing I could get to having the validators work was it made it so that the unit giving out the search wouldn't use the effect unless it had the behavior. Which is kinda the opposite of what I want.

    Posted in: Miscellaneous Development
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    posted a message on Search Area Requirements? [Solved]

    I was wondering if there was any way to add a requirement or something of the sort to a search area effect.

    I need this search area effect to apply a behavior to units it finds. My problem is that I can't have it applying the behavior to the same unit more then once; and there will be multiple things doing this search area effect. Sadly its not as easy as making it so the behavior can't stack(This would break my game mechanics).

    An easier way to picture what I'm thinking of, is think of an AoE turret or something, that fires using a Search Area. A unit with a behavior runs past it. This behavior makes it so it can't be targeted by said Search Area. Kind of a sloppy example, but it might be easier to understand.

    I've played with the idea of the behavior giving the unit a specific attribute(Heroic, Massive, Hover; things that I won't need), and having the search area not be able to target that attribute, but sadly I can't seem to find a way to apply an attribute via effects or behaviors.

    Posted in: Miscellaneous Development
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    posted a message on Minimap = Broken O.o

    @ST4RKiLL3R: Go

    Just gonna toss this out there, but while editing the bounds of the map, there are 2 things you can change, camera bounds, and map bounds. Make sure your changing camera bounds.

    As for the trigger controls, it can't expand, it can only limit an area.

    Posted in: Miscellaneous Development
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    posted a message on Hidden Upgrades

    @MrMcYummyPants: Go

    Google helps greatly for figuring these out. I looked up quite a few when I first found them.
    But that one makes zergling eggs hatch slower, but create more zerglings. I forget the exact numbers.

    Posted in: Miscellaneous Development
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    posted a message on Stupid question about item actors

    @Metrael: Go

        Events
            Unit - Any Unit Enters a distance of 0.01 from Templar Archives [20.50, 20.50]
        Local Variables
        Conditions
            ((Triggering unit) is Required: Item; Excluded: Dead for player 1) == true
    

    The condition is the important one, the Required tab.

    Posted in: Miscellaneous Development
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    posted a message on Complex Dialog Hurts Brain

    Man, I think I'm getting in over my head with this dialog.

    It's my workaround for the problem that I asked about awhile ago: Link.
    What I'm doing is making a dialog, that will update whenever an item is bought or sold. It has 15 buttons, ordered in 3 columns, with 5 rows each.
    I have it with a image, under a button.(Yes, both are required for what I'm looking to do.) Each is saved in a variable Players:Dialogs:InventoryImage(Player,xCo-ordinate,yCo-ordinate) and Players:Dialogs:InventoryButtons(P,x,y), which are arrays of 12,3,5.
    I want it so that when you click it, the Button color changes, to show that it has been selected. At the same time, I want the image to update to the icon of the item.
    Now the tricky part, is I want it to only allow you to click if you have enough room in your UnitB inventory. UnitB varies, as does the inventory size. I created a function to return as an integer the size of UnitB's inventory. CargoSizeofShip(parPlayer).

    This is what I have for the first of 15 slots in the inventory.
    I don't even know where to go from here. How to do the updating for the icon/tooltip that the item is.

    ItemDialogInventoryClicks
        Events
            Dialog - Any Dialog Item is Clicked by Player Any Player
        Local Variables
            varCargoSizeofShip = (CargoSizeofShip((Triggering player))) <Integer>
            varPlayer = (Triggering player) <Integer>
            varPlayerGroup = (Player group((Triggering player))) <Player Group>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Used dialog item) == Players:Dialogs:InventoryButtons(P,x,y)[varPlayer][1][1]
                Then
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            varCargoSizeofShip > Players:Dialogs:InventoryItemsSelected[varPlayer]
                            Players:Dialogs:InventorySelected(P,x,y)[varPlayer][1][1] == false
                        Then
                            Variable - Modify Players:Dialogs:InventoryItemsSelected[varPlayer]: + 1
                            Variable - Set Players:Dialogs:InventorySelected(P,x,y)[varPlayer][1][1] = true
                            Dialog - Set (Used dialog item) color to Orange for varPlayerGroup
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Players:Dialogs:InventorySelected(P,x,y)[varPlayer][1][1] == true
                        Then
                            Variable - Modify Players:Dialogs:InventoryItemsSelected[varPlayer]: - 1
                            Variable - Set Players:Dialogs:InventorySelected(P,x,y)[varPlayer][1][1] = false
                            Dialog - Set (Used dialog item) color to White for varPlayerGroup
                        Else
                Else
    

    Also, is there a way to reference index numbers. Say if its Players:Dialogs:InventoryButton(x,y,z) used, that I can copy those index numbers, and send them to Players:Dialogs:InventoryImage(x,y,z), rather then having to make a if then for each one. If that makes any sense.

    Players:Dialogs:InventoryButton(P,x,y)[1,3,2]
                                           | | |
                                           v v v
     Players:Dialogs:InventoryImage(P,x,y)[ , , ]
    
    Posted in: Miscellaneous Development
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    posted a message on Question about unit attachments from different players.

    No idea about the attaching, but you may be able to do it via triggers, by having the marine's height set to the proper thing visually, and running a periodic event trigger with a very short timer.
    The trigger would reposition the marine to the tank. If you didn't want the marine in the center of the tank, then your going to have to do some calculus for the angle of the tank, and which offset direction you want the marine to be in.

    Yah yah, fast period events are bad; but one won't kill your map.

    Posted in: Miscellaneous Development
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    posted a message on Modal vs Non-Modal

    Modal vs Non-Modal dialogs. What is the difference. A search on here turned up nothing useful, nor did a search of google. I know that in an actual windows application, Modal prevents interaction with the application until the dialog is delt with, but that doesn't seem to be the case here. What is the difference. :/

    Posted in: Triggers
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    posted a message on The Command Center is very glitchy

    @ST4RKiLL3R: Go

    I seriously doubt that it will work like that for players to stack in SC2. Since you can't queue a building in the fog of war if you have seen a building there. You have to have seen a empty space to queue a building through fog of war. I have yet to see any maps that have a feature involving players stacking.

    Posted in: Miscellaneous Development
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    posted a message on The Command Center is very glitchy

    @ST4RKiLL3R: Go

    Hold shift and place it. Building requirements ignored.

    Just make another building with the CC model if you really need. IDK the crash.

    Posted in: Miscellaneous Development
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    posted a message on Ok Tama's got another question That probably has a stupid easy answer.

    @Tamagachi: Go

    Ill trade you turrets. Mine just doesn't spin. They broke a long time ago, nobody can figure out how to fix it; Or if they can, they don't bother to tell me.
    Lol, if you come across something, plop down another post. Hopes aren't high though, I've compared all the values on the MiTuTurret to the default, and the modified ones don't change anything related when I move it back to default.
    Still fires, still detects, still plays the animtion for when it fires, it just doesn't spin, and shoots out of the side of itself.

    Posted in: Miscellaneous Development
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