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    posted a message on Current Wave

    Done in 20 seconds, I belive you think that your wave will update by doing Set title, it wont Edit: Ah you didn't saved Timer window either so no way to refer to it.

    Gloval variables:
    TW = No Timer Window <Timer Window>
    T = (New timer) <Timer>
    Wave = 0 <Integer>
    
    Initial trigger
        Events
            Timer - Elapsed time is 2.0 Game Time seconds
        Local Variables
        Conditions
        Actions
            Timer - Start T as a One Shot timer that will expire in 6.0 Game Time seconds
            Timer - Create a timer window for T, with the title ("Wave " + (Text(Wave))), using Remaining time (initially Visible)
            Variable - Set TW = (Last created timer window)
    
    Looping Trigger
        Events
            Timer - T expires
        Local Variables
        Conditions
        Actions
            Variable - Modify Wave: + 1
            Timer - Set the title for TW to ("Wave " + (Text(Wave)))
            Timer - Restart T
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Wave >= 30
                Then
                    Trigger - Turn (Current trigger) Off
                Else
    

    Edit: added condition to prevent endless waves

    Posted in: Triggers
  • 0

    posted a message on Is a campaign-like upgrade/research system possible?
    Quote from Forge_User_24010345: Go

    What is the exact Action to save the upgrade data from a player? Also, which variable type must I use? I've been looking for it all night and I can't seem to find the solution.

    integers, game-link upgrade if that's what you mean, if not then you can always create own database based on any variable like if x=1 then set upgradex = 1

    Posted in: Triggers
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    posted a message on Camera locked to unit without movement, possible?

    how you event "unit every time it moved" ? also im not doing TPP :p sure i can set up 0.1 trigger but i think it may be inefficent

    Posted in: Triggers
  • 0

    posted a message on Camera locked to unit without movement, possible?

    Hello

    I need to fix camera at unit, and i mean here no movy movy - keep unit in center 100% of time.

    My current issue is that locked camera reacts instanly if unit is walking up and its at 50% vericitaly of screen (it moves with it), but when unit start to walk down it ends at 35% from bottom and its really hard to actually go down not to mention seeing something there.

    Posted in: Triggers
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    posted a message on Simple Catalog line giving me troubles

    Try PeriodCount[0]
    If that fails, upgrades are quite good to handle such stuff. fast to set up and easy in use. (Funny how few weeks ago someone here said me you cant really modify much with catalog triggers)

    Posted in: Triggers
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    posted a message on Get input?
    Quote from BasharTeg: Go

    @Nerfpl: Go

    You mean Any, not None, right? xD

    yes i just created and copied it ;)

    Posted in: Triggers
  • 0

    posted a message on Zergling Duplication Issues

    Only thing i can think of is some connection via actors. Nothing else seems possible

    Posted in: Data
  • 0

    posted a message on Visual Shields, Terran or Zerg with Shields
    Quote from onslaughtbear: Go

    hmmm i dont seem to have e_attachRef_Origin in my attachment options...

    I dont know the history but it seems like blizzard got rid off gibberish names. Its just Origin now (for me at least)

    Posted in: Tutorials
  • 0

    posted a message on Get input?

    UI - Player Any Player presses None key Down with shift Allow, control Allow, alt Allow

    Posted in: Triggers
  • 0

    posted a message on Clear/Reset a Bankfile

    You cant delete bank file if that's what you mean, otherwise there is remove bank (clear from map memory (not yet saved bank)) but it locks the bank for unknown reason.

    Posted in: Triggers
  • 0

    posted a message on Get input?

    The is Wait for condition. i dont know what you mean by input but you can for example do:

    player type chat msg
    set gv_x = entered text msg
    in other trigger
    Wait for gv_x == required text.
    (you get the idea)

    Posted in: Triggers
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    posted a message on is their away to make all enemies die in day time

    Basic version

    Untitled Trigger 001
        Events
            Timer - Every (Day length in game seconds) / 2.0) seconds of Game Time
        Local Variables
        Conditions
        Actions
            Unit Group - Pick each unit in (Any units in (Entire map) owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Unit - Kill (Picked unit)
    

    <sub>You doing minecraft? :p </sub>

    Posted in: Triggers
  • 0

    posted a message on Actor - loop animation issue

    i ended doing some solution i found involving actor timers :/ it works but that's bad

    Posted in: Data
  • 0

    posted a message on Is there any way to have a function return more than 1 variable?
    Quote from Ahli634: Go

    Also, I have no idea why someone should use records ever... just use global variables.

    There's a lot of reasons to use records. A lot....

    Quote from Shianky: Go

    @A52BcE: Go

    What you could do is to make as many return-type functions as you need to describe your item and one, which calls all of them (you might also want to add an additional integer parameter to call your arrays in every of the return-type functions) . This way it might work out, depending on what you are trying to achieve. I only had need once for such a combination yet, but I know what you mean - I'd also like a function which can return multiple values.

    When you think about function returning multiple thing how exactly you see this? It would be only possible and reasonable with structs, otherwise it would require whole scripting engine overhaul.

    Posted in: Triggers
  • 0

    posted a message on Is there any way to have a function return more than 1 variable?

    if i remember correctly galaxy++ can take struct as parameters so maybe it can return them too

    Posted in: Triggers
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