On the data side of things - the problem with just swapping an actor model is it won't change the death animation. There's actually a simple way to swap a model with the data editor: Create an event with an action to 'ModelSwap'. Here's a entry from my map that changes a model into a cow!
There's a lot that could be said about variables, but here's a BRIEF introduction.
Variables are temporary data containers and will be destroyed after they become 'out of scope'. In the trigger editor, there are two scopes - global and local. Local variables in an action or function exist for that particular scope. Global variables exist until the game ends and will not leave scope after a function or action ends.
Banks store persistent data on the hard drive. I haven't used them personally yet so I can't offer much advice there. I can tell you that since it's local storage, you can't protect it from tampering by the user.
Assuming you had equal number of players and spawns, you could have an integer array of size 6. The value of each index position could be the player (players are represented as an integer). The index # could represent the spawn. Apply the shuffle template algorithm from the blizzard built in libraries to randomize which player spawns at what point. Spawn the player (index value) at location index (spawn pt #). There are a number of ways to relate point objects by an ID, but the most efficient / clean way depends on how you structure your data.
Look for the damage effect entry. There should be a field for +Dmg for attributes. Attributes like armored or massive are probably what you're looking for. Make sure to check the validator fields of your ability for the creep problem.
For unit progress bars, one way to have them appear is through an ability (data editor). Ability phases (prepare/cast/channel/finish) will display a progress bar above the unit when a duration is specified. You may need to enable some flags for for showing the ability phase progress in the ui under the ability entry.
A flag could be a unit with a 'capture' ability, but there may be other ways.
You could activate the trigger when a unit enters the area. Inside the trigger, you could count the number of zerglings owned by player / etc. The count could be assigned to a variable and placed in a trigger condition. Try counting the number of units in a unit group, and create the unit group based on methods like 'Units in Region...". "Units in Region..." are functions, so you'll need something with a Unit group assignment for these methods to show up.
This questions would be better answered in the data forum.
If you want to duplicate an ability, lookup the ability (tab) for the vortex entry. Next, find the effect field in the vortex ability and use that. I believe there are two peristants associated with vortex as well.
I looked over your trigger and it looked okay from what I could tell. My advice is to start commenting out blocks of that trigger and observe the behavior. Also, it would be more manageable if the triggers were split up more. It can be difficult to manage very large triggers like that.
Players #s in StarCraft are just integers. Also, when you say 'variable array', say 'array variable' instead since putting 'variable' as adjective implies the size may vary. I would think you would want to assign a player value as an integer rather than an array. You can also user player groups, which are collections of players and do not have a fixed size.
I noticed there are some new Integer Math functions. I don't remember things like 'Clamp', 'Trunc', or 'Square Root' being there. I should add that I use the GUI for trigger editing.
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@Araxnid: Go
On the trigger side of things - you can swap a unit to another easily with:
On the data side of things - the problem with just swapping an actor model is it won't change the death animation. There's actually a simple way to swap a model with the data editor: Create an event with an action to 'ModelSwap'. Here's a entry from my map that changes a model into a cow!
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@Keyeszx: Go
There's a lot that could be said about variables, but here's a BRIEF introduction.
Variables are temporary data containers and will be destroyed after they become 'out of scope'. In the trigger editor, there are two scopes - global and local. Local variables in an action or function exist for that particular scope. Global variables exist until the game ends and will not leave scope after a function or action ends.
Banks store persistent data on the hard drive. I haven't used them personally yet so I can't offer much advice there. I can tell you that since it's local storage, you can't protect it from tampering by the user.
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Assuming you had equal number of players and spawns, you could have an integer array of size 6. The value of each index position could be the player (players are represented as an integer). The index # could represent the spawn. Apply the shuffle template algorithm from the blizzard built in libraries to randomize which player spawns at what point. Spawn the player (index value) at location index (spawn pt #). There are a number of ways to relate point objects by an ID, but the most efficient / clean way depends on how you structure your data.
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@Selfcreation: Go
Look for the damage effect entry. There should be a field for +Dmg for attributes. Attributes like armored or massive are probably what you're looking for. Make sure to check the validator fields of your ability for the creep problem.
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@s3rius: Go
Right you are sir. Was just clarifying for OP that calculation was not required for loss in accuracy.
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@James7285: Go
For unit progress bars, one way to have them appear is through an ability (data editor). Ability phases (prepare/cast/channel/finish) will display a progress bar above the unit when a duration is specified. You may need to enable some flags for for showing the ability phase progress in the ui under the ability entry.
A flag could be a unit with a 'capture' ability, but there may be other ways.
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I don't think any math operations are required to lose precision. Sometimes entering real values into the data editor, I lose precision automatically.
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Hah! I knew there were some new integer functions.
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@DanteAS: Go
You could activate the trigger when a unit enters the area. Inside the trigger, you could count the number of zerglings owned by player / etc. The count could be assigned to a variable and placed in a trigger condition. Try counting the number of units in a unit group, and create the unit group based on methods like 'Units in Region...". "Units in Region..." are functions, so you'll need something with a Unit group assignment for these methods to show up.
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This questions would be better answered in the data forum.
If you want to duplicate an ability, lookup the ability (tab) for the vortex entry. Next, find the effect field in the vortex ability and use that. I believe there are two peristants associated with vortex as well.
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I looked over your trigger and it looked okay from what I could tell. My advice is to start commenting out blocks of that trigger and observe the behavior. Also, it would be more manageable if the triggers were split up more. It can be difficult to manage very large triggers like that.
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@Xtremedesyr: Go
Players #s in StarCraft are just integers. Also, when you say 'variable array', say 'array variable' instead since putting 'variable' as adjective implies the size may vary. I would think you would want to assign a player value as an integer rather than an array. You can also user player groups, which are collections of players and do not have a fixed size.
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Precision typically controls the number of decimal places.
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You can resize an image - dialog item for colored progress bars / life bars.
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I noticed there are some new Integer Math functions. I don't remember things like 'Clamp', 'Trunc', or 'Square Root' being there. I should add that I use the GUI for trigger editing.