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    posted a message on How to make Multiple Dialog Buttons and multiple players work?

    The Problem is that you destroy all dialogs when player 1 clicks a dialog button. Instead of destroying all, just hide it for the triggering player.

    Posted in: Triggers
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    posted a message on Unit vs Unit Help

    There is a function "Closest Unit to point" so you could make:

    Unit - Issue order Attack closest unit to <Point>
    

    In issue order you have to make: Issue order attacking Point or Unit. When you do Point make Position of Unit else just the unit

    Posted in: Triggers
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    posted a message on Spawning Trigger, based off a Timer (Help)

    Set Last Wave = 24 Increase the Array sice of the Unit Type array to 25 and fill that array with units you want to spawn each round

    Posted in: Triggers
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    posted a message on Spawning Trigger, based off a Timer (Help)

    Here it is

    Posted in: Triggers
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    posted a message on Points based on unit type killed

    This works like you want to (I hope)

        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Unit type of (Triggering unit)) == Goliath
                            (Unit type of (Triggering unit)) == Vulture
                            (Unit type of (Triggering unit)) == Scout
                            (Unit type of (Triggering unit)) == Wraith
                Then
                    Variable - Modify Points: + 400
                Else
                    Variable - Modify Points: + 100
    

    You could still check for the unit type or owner of killing unit.

    Posted in: Triggers
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    posted a message on Acquire new target information from player?

    You can easily get the X and Y coordinates where you click. But I think you really change the cursor. The work around for this is to use

            Camera - Lock camera mouse relative mode On for player 1
    

    and then to create a dialog with an image in the center of the screen.

    Posted in: Triggers
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    posted a message on Spawning Trigger, based off a Timer (Help)

    You wanted something like this?

    Posted in: Triggers
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    posted a message on Spawning Trigger, based off a Timer (Help)

    First, you create the timer. When the timer expires you can run the trigger to spawn the unit. Best, save the number of units in a global variable and increase this every round. Add all spawned units into a unit group and when a unit dies you can check the number of units in uni group.

    Something like this:

    Trigger 1:
    Event - Map Init
    Action - Create timer
    
    Trigger 2:
    Event - Timer expires
    
    Actions
    Create X units for player 15
    Add (last created unit) to unit group YourUnitGroup
    MOdify Variable x: *2
    
    Trigger 3:
    Event - A unit dies
    Cond - Owner of (Triggering unit) == 15
    Actions
    pick each unit in YourUnitGroup
      and do
        if 
          Number of picked units <= 0
        then
          start timer again
    

    Sry for the bad code, i don't have the editor here right now. I hope this helps you

    Posted in: Triggers
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    posted a message on Checking if a unit is moving or turning?

    I think the best way would be with the Data editor, but I can't help you with that. With triggers you could create an actor model at the units point and move the created actor while he slides down. when finished you destroy the created model.

    Posted in: Triggers
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    posted a message on Problems issuing orders

    select trigger stuff, copy as text. Then you can paste it here

    Posted in: Triggers
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    posted a message on Turning off Fog and War
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    Visibility - Create a visibility revealer for player (Picked player) within (Entire map)
    

    He was faster ^^

    Posted in: Triggers
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    posted a message on Problems issuing orders

    Well I quickly tried that with

    Unit - Order Zergling (Burrowed) [120.21, 125.59] to (Zergling - Unburrow) (Replace Existing Orders)
    Unit - Order Zergling (Burrowed) [120.21, 125.59] to ( Attack targeting units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) (Replace Existing Orders)
    

    and it worked without a problem. Maybe you should post your trigger to have a look at that.

    Posted in: Triggers
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    posted a message on Linked Random Spawns

    Maybe put them in different unit groups. when timer elapses you can check the unit group if a unit of that type is alive in that unit group.

    Posted in: Triggers
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    posted a message on If unit enters region

    Did you create a region with the editor or via triggers? If you did it in the editor you can just use that region with that event.

    Any unit Enters <Region Name>
    

    The Unit entering the region is then the "Triggering unit"

    Posted in: Triggers
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    posted a message on Checking if a unit is moving or turning?

    Ok. Let me know if this worked for you :)

    Posted in: Triggers
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