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    posted a message on Man there really needs to be a debugger...

    @Mille25: Go

    How do you open the trigger debugger window?

    Posted in: Triggers
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    posted a message on Man there really needs to be a debugger...

    I really wish there was a debugger for the sc2 editor; not like error checking but, for looking at different variables names and looking at their values and such. Something like the vs c++ debugger would be nice.

    Posted in: Triggers
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    posted a message on Set player number at init

    heh yea I only have about 200 currently like lol. I also cant use them for spawning as I need to be able to package them in an aray and for example:turntriggOff( Spawn[i] );

    Posted in: Triggers
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    posted a message on Set player number at init

    Is there any way I can change the player numbers at initialization for team purposes? I have tried the following:
            Variable - Set Teams[1][1] = 1
            Variable - Set Teams[1][2] = 4
            ------- --
            Variable - Set Teams[2][1] = 2
            Variable - Set Teams[2][2] = 3
            ------- --
            Variable - Set Teams[3][1] = 5
            Variable - Set Teams[3][2] = 6
            ------- --
            Variable - Set Player[Teams[1][1]] = (Player 1 from (Players on team 1))
            Variable - Set Player[Teams[1][2]] = (Player 2 from (Players on team 1))
            Variable - Set Player[Teams[2][1]] = (Player 1 from (Players on team 2))
            Variable - Set Player[Teams[2][2]] = (Player 2 from (Players on team 2))
            Variable - Set Player[Teams[3][1]] = (Player 1 from (Players on team 3))
            Variable - Set Player[Teams[3][2]] = (Player 2 from (Players on team 3))
            ------- --
            Player Group - Add player Player[1] to PlayerG[1]
            Player Group - Add player Player[2] to PlayerG[2]
            Player Group - Add player Player[3] to PlayerG[3]
            Player Group - Add player Player[4] to PlayerG[4]
            Player Group - Add player Player[5] to PlayerG[5]
            Player Group - Add player Player[6] to PlayerG[6]

    However this does not appear to be working, example code:
                    Player - Make player Player[Teams[1][1]] and player Player[Teams[1][2]] treat each other as Ally With Shared Vision
                    Player - Make player Player[Teams[2][1]] and player Player[Teams[2][2]] treat each other as Ally With Shared Vision
                    Player - Make player Player[Teams[3][1]] and player Player[Teams[3][2]] treat each other as Ally With Shared Vision

    Spawn Player 1
        Events
            Timer - Player Spawn Timer[Player[1]] expires
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Player Player[1] Supplies Used) <= Supply
                Then
                    Unit - Create 1 Tech Penguin for player Player[1] at (Center of Player Base[Player[1]]) facing 270.0 degrees (No Options)
                Else
            Timer - Start Player Spawn Timer[Player[1]] as a One Shot timer that will expire in Player Spawn Rate[Player[1]] Game Time seconds

    Does anyone have any idea what the best option is? If it is the above what is wrong?

    Posted in: Triggers
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    posted a message on How to make allies tab default or all tab default?

    Is there any way at all to change the default chat tab?

    Posted in: Triggers
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    posted a message on How to make allies tab default or all tab default?

    Is there really no way to change the default chat tab?

    Posted in: Triggers
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    posted a message on Improving performance

    Well it does take a lot of units maybe 50-150 per player. Will check debugger soon.

    Posted in: Triggers
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    posted a message on Penguin Warz feedback wanted

    I need to get some feedback for penguin warz. I designed this map to be a remake of the one from bw, I specificly made it to bring back memorys from bw and to be a classic map. It currently is in the beta stages, and just underwent 2 major updates. I am open to any opinions you guys have about the map and would be grateful to recieve feedback. I'm mainly looking for feedback concerning Team mode( dont really want critisism about chaos mode ) and just the gameplay and civillian system in general. Thanks everyone.

    Posted in: Map Feedback
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    posted a message on Basic penguin model request

    I am wondering if anyone knows of any penguin models out there? I know it is a lot of work to texture a 3d model. But if anyone is willing to post a 3d penguin model or make one for me that would be wonderful. It doesnt need to be very complex, just a little animated 3d type penguin model.

    Posted in: Requests
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    posted a message on Improving performance

    So I have this trigger but immensly laggs when it happens.
    Force Middle Go
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: Force Middle Go()
        Hint Text: (None)
        Custom Script Code
        Local Variables
            i = 0 <Integer>
        Actions
            General - For each integer i from 1 to NPlayers with increment 1, do (Actions)
                Actions
                    Unit Group - Pick each unit in (Tech Penguin units in (Entire map) owned by player i matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                        Actions
                            Unit - Move (Picked unit) instantly to (Center of TPMid[i]) (No Blend)
                            Unit - Make (Picked unit) Invulnerable
            Timer - Start Invulnerable Timer as a One Shot timer that will expire in Invulnerable Time Game Time seconds

    Is there anyway I can improve this trigger?

    Posted in: Triggers
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    posted a message on How to make allies tab default or all tab default?

    Is there any way to make allies tab or all tab as default through the triggers? (Default chat group). Because, I want it to change based on the mode. Its allways default all tab even when its on team mode.

    Posted in: Triggers
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    posted a message on Hide an upgrade button through triggers?

    How can you hide an upgrade button through triggers at any given amount of upgrades or point in the game?

    Posted in: Triggers
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    posted a message on Pointers? References???

    Awe :(

    Posted in: Triggers
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    posted a message on Pointers? References???

    Or classes would be really nice just to do stuff like this, I find there aren't enough actions and stuff to really do a lot of things.

    class boss
    {
    public:
    struct Coord
    {
    float X,Y;
    };
    enum State
    {
    Attacking,Moving,None
    }
    boss();
    ~boss();
    void transitionState();
    private:
    unsigned float damage;
    unsigned float health;
    Coord location;
    State state;
    void Attack();
    void Move();
    };
    

    Posted in: Triggers
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    posted a message on Pointers? References???

    So is galaxy language based on c++? So I cant go int i; int* a; a= &i; a++; Or, void Attack( Enemy** enemies )
    Attack( Enemies ). Can I do stuff like this?

    Posted in: Triggers
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