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    posted a message on Trigger to handle the expiration of multiple timers

    @frostmanx: Go

    Aha, thank you. This should work perfectly.

    Posted in: Miscellaneous Development
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    posted a message on Trigger to handle the expiration of multiple timers

    @CreamyT: Go

    The problem isn't having the 20 timer expire events in one trigger, the problem is knowing which timer expired by its number in the array when I'm performing the actions. I could use <Expiring Timer>, but that wouldn't tell me its position in the array (0-19), which I need to perform several other tasks.

    Posted in: Miscellaneous Development
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    posted a message on WASD Unplayable on BNet?

    Well, the trigger relating to button inputs has a huge warning saying not to use it over Battle.net. That told me that it would clearly result in big delays..

    Of course, I have no idea what I'm talking about and I'm sure somebody will find a solution for button-input maps, if there is not one already.

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    @Bobo6969: Go

    When you choose a structure to build in the SCV's Build Structures page, it switches pages back to 1. What we want is for it to keep the page on Build Structures, so we can pick another structure to build (or, in this case, unit to train).

    Posted in: Miscellaneous Development
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    posted a message on Trigger to handle the expiration of multiple timers

    I have 20 timers in an array and any given timer may or may not be running or expiring at any time. I want to be able to handle all the timers and their expiration actions in a single trigger. I thought maybe clever use of a For loop could do the job and just have every timer listed in the events, but I don't think there's a way to retrieve the ID in the array that belongs to the expiring timer. It seems that the only solution is to create 20 triggers, all of which with the exact same actions, except for a different number 0-19 used throughout each one, and to me that seems like such a waste.

    Thanks

    Posted in: Miscellaneous Development
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    posted a message on Bunker has no capacity bar and is not a high priority target

    I made a bunker with a custom Load/Unload ability that is upgradable two times to increase the cargo size to 6. The problem is that that bunker no longer displays the bar above it that shows how many units are in it and how many more can fit, and enemy units also will ignore the bunker if another one of the player's units is nearby; kind of like how if something is auto-attacking an SCV, and a Marine walks up and starts attacking, the first unit will change targets because the SCV is low priority. Except in this case, if an SCV is nearby my bunker, the enemy units will retarget my SCV, and then if I bring them to a different bunker type of mine, they will switch to that bunker.

    So basically, enemy units will only target my bunker if there are no other nearby units of mine, and also it doesn't show the capacity bar. Has anyone seen this before, or know how to fix it? I assume it's because the enemy is considering my bunker as a static structure, something that isn't attacking (despite having active Marines inside), which would explain why they go after an SCV instead. I compared my two bunker types as much as I could but everything appears to be identical.

    Edit: Removing the bunker's ability to upgrade (morph) into the other type fixed the problem. Now I have to figure out a way to keep the ability to upgrade, and the regular bunker behaviors..

    Posted in: Miscellaneous Development
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    posted a message on Unit enters region does not work with region variables

    Huhwhat?

    You mean you cannot find your region variables when putting it in the region for the Unit enters <region> event?

    Posted in: Miscellaneous Development
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    posted a message on Promoting new maps?

    Quote from Overseer10:

    "How do we promote a map?"

    ----

    Blizzard changes how it works. I agree that the current solution is totally wrong and will not last. I really expect Blizzard will overhaul the custom games list in the near future.

    Posted in: Miscellaneous Development
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    posted a message on Command Card Page

    @Psiclone01:

    I was also wondering this. I have a building that I have several pages for; page 1 is general features, page 2 is training new units, and page 3 is research. Having to change pages every time to access the research is not such a problem, but I found it was strange that it always changes back to page 1 after selecting a unit to train. I decided that it wasn't such a big deal, it became reflex to push B > M to train a Marine instead of M.

    Hopefully though some solution can be made. I would like a way to "permanently" change pages.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Easy Stacking

    @Gargananana:

    Hm.. that must mean there are at least two definitions of collision types, one being what the unit collides with and the other being what the unit counts as when other units are trying to collide with it. Two one-way definitions.

    Posted in: Tutorials
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    posted a message on [Data] Easy Stacking

    @Gargananana:

    Won't this mean units cannot collide with it?

    Posted in: Tutorials
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    posted a message on [Trigger] Cat 'N Mouse. Lets rescue some mice.

    @limezor

    Couldn't you do:

    [Event]
    Unit - Any Unit Dies

    [Condition]
    Unit - Unit Type of (Triggering unit) == Mouse

    [Action]
    For each integer i from 1 through <max_players> do:
     If (Owner of (Triggering Unit)) == i {
      Pick each unit in (Units owned by (Owner of (Triggering Unit))) and do:
       Kill (picked unit)
      Unit - Create 1 Overlord for Player i in Jail
      Region - Attach player_spawn[i] to (Last created unit) (you would have a region array set at map initialization)
     }

    This would prevent you from having to make so many triggers, right?

    Posted in: Tutorials
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    posted a message on About the 10mb limit...possibe solution for RPGs?

    As for the storage space problem, couldn't you put all your resources into a mod dependency, and then simply tell players to download it some other way other than through Battle.net? Like, stop the map from running if they don't have the mod. Would that work?

    Posted in: Miscellaneous Development
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    posted a message on hide inventory buttons in cinematics

    @s3rius: Go

    This is what I was thinking too. Make sure to deselect the unit before you turn on cinematic mode.

    Posted in: Miscellaneous Development
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    posted a message on TD path with waypoints

    De ja vu..

    Just create a trigger with the Event being 'unit enters <spawn region>', and issue orders to the triggering unit ordering it to move to the center of each of your path regions, in order, using 'After current orders' rather than 'Replacing current orders'.

    Posted in: Miscellaneous Development
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