Q. (Benoit) - Also, is there any way to tint a unit with a color, and also to make it bigger?
A. You can change the tint and scale of a unit by modifying the Actor's Events field and adding a new event that will send Set Tint Color or Set Scale.
-------------------
Q. (Mak) - Is there a way to order units to go into the Nydus Worm and then come back out again?
A. You can order the Nydus Canal to load and unload units through triggers:
Issue Order
Unit: Nydus Worm (Canal) [28.50, 32.50]
Order: Order Targeting Unit
Ability Command: Load (Nydus Network)
Unit: Marine [28.61, 29.45]
Queue: Replace Existing Orders
-------------------
Q. (Wraith) - How do you assign priority of minimap icons (i.e. so my watchtower will be on top of, not below, my units)??
A. Currently there is no way to change the rendering priority of minimap icons, but we'll consider adding a priority field in a future patch.
-------------------
Q. (molster) - A trigger sending an actor message has a character limit in its field! If I try to type "<s val="Kicker_Refinery">+5</s><IMG path="Assets\Textures\icon-gas-terran.dds" height="32" width="32"/>" Then only the following would actually be sent to the actor "<s val="Kicker_Refinery">+5</s><IMG pat"
A. There was a bug preventing the SetText message from accepting strings larger than 40 characters. This will be fixed in 1.2.0.
-------------------
Q. (DHo) - Is it possible to turn a dialog box in a text box for players to type in? I reckon that Dialog- Edit Box is what I need however doesn't seem to work at all...
A. Trigger edit boxes were temporarily disabled for the editor's initial release, but should be functional in 1.2.0.
I would recommend posting something like this in the general development forum.
Minerals over time could be solved with timer and event trigger. Create a timer global variable, assign a 'new timer' value. On map initialization, set the timer as a 'one shot' and make the duration how often you want the minerals to come in. Then create a trigger that fires when your timer expires. The trigger should restart the timer and give bonus minerals to the player.
You'll need to better describe your second question, I don't understand it.
Damage and attack speed can be modified through a behavior (buff) using the data editor. The behavior can be applied to a unit with a trigger or 'apply buff' effect.
I was wanting something like this too for some of my instants. There's nothing built into SC2 that does it easily.
Probably a few ways to go about it. You could have the instant effect be a switch based on a behavior.
Behaviors: 'Range Confirmation' (Duration 4 seconds)
Actors: 'Effect Range' (Filters enemy, ally, neutral; input range #; create when 'Range Confirmation' is created etc.)
Effects: 'Effect Switch' (Apply 'YOUR EFFECT' -IF- InRangeConfirmation', otherwise 'Apply Range Confirmation')
Validators: 'IsRangeConfirmation'
Other abilities would need to remove the range confirmation. Maybe this is a start?
Look in the unit triggers. There should be a command to either move or rotate a unit. If there is only move with facing, use that with the units current position (get position of unit).
If you want something easier, you could make a matrix of boolean values. Each boolean value represents explored (true) / unexplored (false). Periodically check player position and do a simple calculation to match it up with a point in the boolean matrix. If the position in the matrix is explored already, do not increment your 'pts_explored' variable. If unexplored, mark it explored and increment 'pts_explored'. %explored_real_value = pts_explored / total_pts.
Edit, oh yea... and by pts I mean # index values in your matrix.
Does the player start in a fixed position? You could have square regions that bound the player and move them around, counting when they are explored.
Edit: now that I think about it, fixed position wouldn't matter. However, dynamic management of regions would be key if you don't want n^2 region count based on a grid. There are also techniques that divide up space well like hierarchical grids. You can accomplish this with square regions I think.
Try creating a global variable of type 'timer'. In the trigger menu, there are a group of 'timer' methods which you can find by clicking the 'timer' category on the left hand side of the dialog. You'll want to set the timer as a 'one shot', then create a trigger with event 'timer expired' and reference your timer variable.
You can create a region or point through triggers or using the terrain editor. There are spawn unit triggers in region/point that you can use. Use the search functionality in the trigger menu and try typing things like 'timer' or 'create unit'.
Sorry, let me clarify some more. I'm trying to achieve radar without the standard 'radar blip'. I actually have a custom radar behavior that acts like raynor's, but I want to replace it with my own type of 'radarblip'. I was successful in creating the blips, but those don't show on the minimap like things in radar do.
I've been trying to figure out how to draw on the existing minimap without much luck. My goal is to create my own custom radar. I've figured out how to make my own custom radar blips in fog of war, but I'm not sure how to make things show on the minimap. Any ideas SC2Mapster?
Did you try disabling the trigger completely to see the performance gain? That performance would be your best case.
Next, try making improvements to the trigger and see how performance changes. I recommend using sensor-based checks if possible. This distributes calculations over time. For example, just do the bare minimum when an enemy is killed like increment a kill count. Here's an example of a sensor-based setup I use in my map -
HostileSquadCountSensor-PollingEventsTimer-EveryHOSTILE_SQUAD_SPAWN_CHECK_INTERVALsecondsofGameTimeLocalVariablesi=0<Integer>squadCount=0<Integer>ConditionsActionsGeneral-Foreachintegerifrom1toMAX_HOSTILE_SQUADSwithincrement1,do(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(NumberofLivingunitsing_hostileSquads[i].units) > 0
Then
Variable - Modify squadCount: + 1
Else
Variable - Set g_hostileSquadCount = squadCount
Other methods can check the g_gostileSquadCount variable for their logic. Would be nasty to call this method continuously.
0
http://us.battle.net/sc2/en/forum/topic/627976600
Q. (Benoit) - Also, is there any way to tint a unit with a color, and also to make it bigger?
A. You can change the tint and scale of a unit by modifying the Actor's Events field and adding a new event that will send Set Tint Color or Set Scale.
-------------------Q. (Mak) - Is there a way to order units to go into the Nydus Worm and then come back out again?
A. You can order the Nydus Canal to load and unload units through triggers:
Issue Order
Unit: Nydus Worm (Canal) [28.50, 32.50]
Order: Order Targeting Unit
Ability Command: Load (Nydus Network)
Unit: Marine [28.61, 29.45]
Queue: Replace Existing Orders
-------------------Q. (Wraith) - How do you assign priority of minimap icons (i.e. so my watchtower will be on top of, not below, my units)??
A. Currently there is no way to change the rendering priority of minimap icons, but we'll consider adding a priority field in a future patch.
-------------------Q. (molster) - A trigger sending an actor message has a character limit in its field! If I try to type "<s val="Kicker_Refinery">+5</s><IMG path="Assets\Textures\icon-gas-terran.dds" height="32" width="32"/>" Then only the following would actually be sent to the actor "<s val="Kicker_Refinery">+5</s><IMG pat"
A. There was a bug preventing the SetText message from accepting strings larger than 40 characters. This will be fixed in 1.2.0.
-------------------Q. (DHo) - Is it possible to turn a dialog box in a text box for players to type in? I reckon that Dialog- Edit Box is what I need however doesn't seem to work at all...
A. Trigger edit boxes were temporarily disabled for the editor's initial release, but should be functional in 1.2.0.
0
@EvilJungle: Go
I would recommend posting something like this in the general development forum.
Minerals over time could be solved with timer and event trigger. Create a timer global variable, assign a 'new timer' value. On map initialization, set the timer as a 'one shot' and make the duration how often you want the minerals to come in. Then create a trigger that fires when your timer expires. The trigger should restart the timer and give bonus minerals to the player.
You'll need to better describe your second question, I don't understand it.
Damage and attack speed can be modified through a behavior (buff) using the data editor. The behavior can be applied to a unit with a trigger or 'apply buff' effect.
0
@Etravex: Go
Keep it as birth, stand, death. Would the play forever flag help?
0
@KratsAU: Go
I was wanting something like this too for some of my instants. There's nothing built into SC2 that does it easily.
Probably a few ways to go about it. You could have the instant effect be a switch based on a behavior. Behaviors: 'Range Confirmation' (Duration 4 seconds) Actors: 'Effect Range' (Filters enemy, ally, neutral; input range #; create when 'Range Confirmation' is created etc.) Effects: 'Effect Switch' (Apply 'YOUR EFFECT' -IF- InRangeConfirmation', otherwise 'Apply Range Confirmation') Validators: 'IsRangeConfirmation'
Other abilities would need to remove the range confirmation. Maybe this is a start?
0
@SycoPrime: Go
I think he calculated the offsets by hand and entered them?
0
Is this something mover actors can accomplish?
0
@Blaaz17: Go
Look in the unit triggers. There should be a command to either move or rotate a unit. If there is only move with facing, use that with the units current position (get position of unit).
0
@Bomhab: Go
If you want something easier, you could make a matrix of boolean values. Each boolean value represents explored (true) / unexplored (false). Periodically check player position and do a simple calculation to match it up with a point in the boolean matrix. If the position in the matrix is explored already, do not increment your 'pts_explored' variable. If unexplored, mark it explored and increment 'pts_explored'. %explored_real_value = pts_explored / total_pts.
Edit, oh yea... and by pts I mean # index values in your matrix.
0
@Bomhab: Go
Does the player start in a fixed position? You could have square regions that bound the player and move them around, counting when they are explored.
Edit: now that I think about it, fixed position wouldn't matter. However, dynamic management of regions would be key if you don't want n^2 region count based on a grid. There are also techniques that divide up space well like hierarchical grids. You can accomplish this with square regions I think.
0
@cjmwid: Go
Try creating a global variable of type 'timer'. In the trigger menu, there are a group of 'timer' methods which you can find by clicking the 'timer' category on the left hand side of the dialog. You'll want to set the timer as a 'one shot', then create a trigger with event 'timer expired' and reference your timer variable.
You can create a region or point through triggers or using the terrain editor. There are spawn unit triggers in region/point that you can use. Use the search functionality in the trigger menu and try typing things like 'timer' or 'create unit'.
0
@BigBoogerBot: Go
http://forums.sc2mapster.com/resources/tutorials/9277-applying-an-aura-to-a-unit-easy-difficulty/
I think your aura would apply a behavior of type buff to the effected units. Should be some fields in the behavior for lowering armor.
0
@BaridBelMedar: Go
Sorry, let me clarify some more. I'm trying to achieve radar without the standard 'radar blip'. I actually have a custom radar behavior that acts like raynor's, but I want to replace it with my own type of 'radarblip'. I was successful in creating the blips, but those don't show on the minimap like things in radar do.
0
I've been trying to figure out how to draw on the existing minimap without much luck. My goal is to create my own custom radar. I've figured out how to make my own custom radar blips in fog of war, but I'm not sure how to make things show on the minimap. Any ideas SC2Mapster?
0
@ST4RKiLL3R: Go
Did you try disabling the trigger completely to see the performance gain? That performance would be your best case.
Next, try making improvements to the trigger and see how performance changes. I recommend using sensor-based checks if possible. This distributes calculations over time. For example, just do the bare minimum when an enemy is killed like increment a kill count. Here's an example of a sensor-based setup I use in my map -
Other methods can check the g_gostileSquadCount variable for their logic. Would be nasty to call this method continuously.
0
@DivinoZarathos: Go
Is it a periodic effect? If so, you can use period validators in the persistant effect. Target / caster not dead.