bump, apparently the triggers all do work...at least after the inital error. The units stop spawning after reaching the cap. So does the error message mean the trigger doesn't work in the beginning when the map starts, but it works after?
So I was looking to figure out how to create a limiter for unit spawn, when I found a good guide here:
I followed the instructions and duplicated it for 3 players in my trigger. However, despite my triggers being basically the same (except player owner number are different), only one of the triggers work. The other two keeps displaying "script error...AddFunction Too many threads."
I've looked over the triggers and they're basically identitcal except the ownership # corresponding to each player. Can anyone help?
Here are my triggers w/ spawn trigger conditions set to "P5 Total Units <= 400" :
Example of Player 5 trigger:
P5 Total Units = 0 <Integer>
Initial Value 0
P5 Total Units Counter Add
Unit - Any Unit Enters (Entire map)
Local Variables
Conditions
(Owner of (Triggering unit)) == 5
Actions
Variable - Modify P5 Total Units: + 1
P5 Total Units Counter Remove
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 5
Actions
Variable - Modify P5 Total Units: - 1
P5 Spawn Unit Limit Reached Text
Timer - Every 30.0 seconds of Game Time
Local Variables
Conditions
P5 Total Units > 400
Actions
UI - Display "One or more players on the attackin..." for (Players on team 2) to Subtitle area
Example of player 6 trigger:
P6 Total Units = 0 <Integer>
P6 Total Units Counter Add
Unit - Any Unit Enters (Entire map)
Local Variables
Conditions
(Owner of (Triggering unit)) == 6
Actions
Variable - Modify P6 Total Units: + 1
P6 Total Units Counter Remove
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 6
Actions
Variable - Modify P6 Total Units: - 1
lol, gotta hack to learn to code triggers. :D I was under the assumption that all maps available for download through the Staredit Bnet server were "open" maps that the author didn't want or care about locking.
If you have this in a map, can you upload the map? thanks
Unfortunately I haven't had much luck with the other triggering method of creating teams ingame with triggers-dialogue buttons (but I'll keep at it.)
However, I discovered that the map "Eras Zombie Invasion" allows you to select your team in the lobby by having you select colors labeled with the team names. I've been trying to find a copy of the map to look at its triggers, but have had no success. (idk how Bnet doesn't have it).
Does anyone know how to create team selection options with colors in the lobby?
@Intranetusa: Go
...
It can be fun to tinker with dialogs. The best way to learn is to tumble around with it yourself, but I'm always here for questions.
I was wondering how to create triggers that allows players to select their teams/player factions ingame? I've seen this done in one version of "Heaven's Last Defense" map - the map at the start of the game had 8 buttons with faction names that allowed players to choose one of the 8 corresponding factions.
I don't have the editor open in front of me but I think abilities have an Arc setting. If you set that to 360 it means the spell can be cast without needing to turn to face the target. There may also be a flag that tells an ability if the unit should turn to face the target but I'm not sure. I don't know how to make it so the Immortal's turret turns to face the target of the ability though.
@ArcaneD, yep that's what I was thinking and what Ultragon's map uses, thanks.
@Ultragon that helps a lot and is almost exactly what I'm looking for! Thanks!
Hi there,
I've been trying to give spell cast abilities to the Protoss Immortal unit. However, it doesn't work b/c the spells require the unit to "turn towards" or "face towards" the target. Is there someone I can give the Immortal this ability without removing the Immortal's turret weapon ability?
0
@TwoDie: Go
Yeh, I think I'll need to go back to the basics to figure out what you're saying. I'm off to youtube guides I guess...
0
bump, apparently the triggers all do work...at least after the inital error. The units stop spawning after reaching the cap. So does the error message mean the trigger doesn't work in the beginning when the map starts, but it works after?
"script error...AddFunction Too many threads"
0
Hmm, so you're saying the player #/team selection via lobby is overly complex? And that I should just create player #/teams via ingame triggers?
eh, I put thanks as habit in my post.
0
So I was looking to figure out how to create a limiter for unit spawn, when I found a good guide here:
I followed the instructions and duplicated it for 3 players in my trigger. However, despite my triggers being basically the same (except player owner number are different), only one of the triggers work. The other two keeps displaying "script error...AddFunction Too many threads."
I've looked over the triggers and they're basically identitcal except the ownership # corresponding to each player. Can anyone help?
Here are my triggers w/ spawn trigger conditions set to "P5 Total Units <= 400" :
Example of Player 5 trigger:
P5 Total Units = 0 <Integer> Initial Value 0
P5 Total Units Counter Add Unit - Any Unit Enters (Entire map) Local Variables Conditions (Owner of (Triggering unit)) == 5 Actions Variable - Modify P5 Total Units: + 1
P5 Total Units Counter Remove Events Unit - Any Unit dies Local Variables Conditions (Owner of (Triggering unit)) == 5 Actions Variable - Modify P5 Total Units: - 1
P5 Spawn Unit Limit Reached Text Timer - Every 30.0 seconds of Game Time Local Variables Conditions P5 Total Units > 400 Actions UI - Display "One or more players on the attackin..." for (Players on team 2) to Subtitle area
Example of player 6 trigger:
P6 Total Units = 0 <Integer>
P6 Total Units Counter Add Unit - Any Unit Enters (Entire map) Local Variables Conditions (Owner of (Triggering unit)) == 6 Actions Variable - Modify P6 Total Units: + 1
P6 Total Units Counter Remove Unit - Any Unit dies Local Variables Conditions (Owner of (Triggering unit)) == 6 Actions Variable - Modify P6 Total Units: - 1
0
lol, gotta hack to learn to code triggers. :D I was under the assumption that all maps available for download through the Staredit Bnet server were "open" maps that the author didn't want or care about locking.
If you have this in a map, can you upload the map? thanks
0
Anyone have that map in their editor?
0
Unfortunately I haven't had much luck with the other triggering method of creating teams ingame with triggers-dialogue buttons (but I'll keep at it.)
However, I discovered that the map "Eras Zombie Invasion" allows you to select your team in the lobby by having you select colors labeled with the team names. I've been trying to find a copy of the map to look at its triggers, but have had no success. (idk how Bnet doesn't have it).
Does anyone know how to create team selection options with colors in the lobby?
Thanks
0
Sorry to thread necro, but is this map the one with the team selection in the lobby done with colors? What trigger code allows you to do that?
0
Thanks guy, I'll try it out and return if I have any more questions.
0
Can't find it here. Are they on these forums?
0
@MaskedImposter: Go
Tutorials here? What section of the forum is that in? Can you give me a link?
thxs
0
Hey there,
I was wondering how to create triggers that allows players to select their teams/player factions ingame? I've seen this done in one version of "Heaven's Last Defense" map - the map at the start of the game had 8 buttons with faction names that allowed players to choose one of the 8 corresponding factions.
I've searched these forums and there are a few about SC2's crazy team-lobby joining system, but none that answers my question. This one seemed helpful, but how exactly do you make the clickable buttons? http://www.sc2mapster.com/forums/development/triggers/23391-team-selection/#p9
Thanks!
0
Kanitala's solution fixed it. I'll check out your map too. Thank you both.
0
@ArcaneD, yep that's what I was thinking and what Ultragon's map uses, thanks. @Ultragon that helps a lot and is almost exactly what I'm looking for! Thanks!
Thanks a lot guys! I think I got it!
0
Hi there, I've been trying to give spell cast abilities to the Protoss Immortal unit. However, it doesn't work b/c the spells require the unit to "turn towards" or "face towards" the target. Is there someone I can give the Immortal this ability without removing the Immortal's turret weapon ability?
Thanks