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    posted a message on What am i doing wrong

    I want to make it so when the dice roll on a specific number, if you have a building built next to a certain "Tile" it will add the amount of building you built next to it, to a variable. so this is the code i'm using:

    Quote:

    Global Variable(s): Resource radius = 9.8

    Ore 0 Events Dialog - Any Dialog Item is used by Player Any Player with event type Clicked Local Variables Tile Point = Point 012- <Point> internal number = 0 <Integer> Conditions Actions Trigger - Wait for Rolling to execute, and Wait until it completes General - If (Conditions) then do (Actions) else do (Actions) If (Used dialog item) == Rolling Button Build Tiles[internal number] == 1 Numbers Overlay Int[internal number] == (Dice 1 + Dice 2) Then Variable - Modify Ore[0]: + (Number of Living units in (Settlement units in (Region(Tile Point, Resource radius)) owned by player 1 matching (No Value), with at most Any Amount)) Variable - Modify Ore[0]: + ((Number of Living units in (city units in (Region(Tile Point, Resource radius)) owned by player 1 matching (No Value), with at most Any Amount)) * 2) Variable - Modify Ore[1]: + (Number of Living units in (Settlement units in (Region(Tile Point, Resource radius)) owned by player 2 matching (No Value), with at most Any Amount)) Variable - Modify Ore[1]: + ((Number of Living units in (city units in (Region(Tile Point, Resource radius)) owned by player 2 matching (No Value), with at most Any Amount)) * 2) Variable - Modify Ore[2]: + (Number of Living units in (Settlement units in (Region(Tile Point, Resource radius)) owned by player 3 matching (No Value), with at most Any Amount)) Variable - Modify Ore[2]: + ((Number of Living units in (city units in (Region(Tile Point, Resource radius)) owned by player 3 matching (No Value), with at most Any Amount)) * 2) Variable - Modify Ore[3]: + (Number of Living units in (Settlement units in (Region(Tile Point, Resource radius)) owned by player 4 matching (No Value), with at most Any Amount)) Variable - Modify Ore[3]: + ((Number of Living units in (city units in (Region(Tile Point, Resource radius)) owned by player 4 matching (No Value), with at most Any Amount)) * 2) Else

    so far, i have like 66 triggers, just like this and am going to make 44 more. Each trigger is for a specific tile, and each tile spot needs 5 or 6 triggers for each or the random tiles that i generate at each point. so everytime i roll i have over a hundered triggers trying to calculate, just FYI incase that is why it's so funky.

    but my problem is that when i change the radius of the region it creates from 9 to 10, at 9 it won't sense that theres a unit present in the radius, but if it's 10, it will shoot across the map to try and pick a unit, so a tile acroos the map from where my city is will give me some ore.

    I hope this was clear enough. I didn't know how i should put the trigger into the forum, or how i could ask why it was happening.

    I ended up just taking a screenshot and posting it with this, because the preview wasn't letting the format show up. so here. Can anybody help? or also think of a better way to do what i want it to do?

    Posted in: Triggers
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    posted a message on How to store newly created text tags?
    Quote from Sublimity: Go

    Text tags are secretly just integers, but as far as I know you need to use a custom script to get the GUI to convert back and forth. Use these:

    Convert Text Tag To Integer
        Options: Function
        Return Type: Integer
        Parameters
            Text Tag = (Last created text tag) <Text Tag>
        Grammar Text: Integer(Text Tag)
        Hint Text: Converts a text tag to an integer value.
        Custom Script Code
        Local Variables
        Actions
            General - Return lp_textTag
    
    Convert Integer To Text Tag
        Options: Function
        Return Type: Text Tag
        Parameters
            Integer <Integer>
        Grammar Text: Text Tag(Integer)
        Hint Text: Converts an integer value to a text tag.
        Custom Script Code
        Local Variables
        Actions
            General - Return lp_integer
    

    You need to use a custom script value to insert "lp_textTag" and "lp_integer".

    can someone make this a little simpler. It looks good and would work, but I just do know what action to begin with to try and return an integer value, or anything else here.

    Please? & Thank You!

    Posted in: Miscellaneous Development
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    posted a message on recorce problems
    Quote from progammer: Go

    You're spelling wrong ...

    Anyway, there are minerals, gas, terrazine, custom resources as 4. You can either make use of supply or your own resources by using variable, dialog item, and manipulate it based on ability cost

    Yes, i know i spelled it wrong. lol

    But anyway, how do you link the build button to requiring a variable, dialog item, or anything else?

    Edit: and is there a way to change the names of minerals, gas, terrazine, and custom?

    Posted in: Miscellaneous Development
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    posted a message on Building at point and diferent specific angles

    I want to be able to restrict the placement of an abject to:

    • Certain Points
    • at each point it will have a certain rotation (like this point it has to have 33.33 degrees of rotation but this one it needs 66.66 degrees.)
    • only able to build within a few feet from another object, and still only on those points.

    Does anyone have some good ideas?

    Posted in: Miscellaneous Development
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    posted a message on recorce problems

    What we need is a way to use at least 5 diferent recorces. or fake using them. I saw something abou research points and was hopping there was something like that or energy we could use for a 5th recorce. or somehow use triggers. does anybody have any ideas?

    Posted in: Miscellaneous Development
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    posted a message on What was that map
    Quote from ZarafFaraz: Go

    Ahh, my friend Garrett made that map (Headquarters). It's a fun map, but too bad it never got popular :(

    Yeah, so, why did he go from clicking to making the mouse move the camera, To me, it just ruins the map. because that way of moving is good in theory, but it's hard to send units, and its glitchy when you try and move it.

    Posted in: General Chat
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    posted a message on [Card Game]Settlers of New Haven

    is this the settlers of catan that is the board game? or is this an offshoot of that?

    Posted in: Project Workplace
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    posted a message on dds format?
    Quote from crazyfingers619: Go

    shot in the dark, are you using a power of 2 texture size?

    Try not exporting with and without MIP maps and other compression types.

    can you explain this power of 2 thing, like make them 512, 1024, and what not?, Also there are like 15 diferent settings in a dropdown list when your exporting, which one should i use?

    Posted in: Artist Tavern
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    posted a message on What was that map
    Quote from xShaelis: Go

    @canichols2: Go

    Post a link to them, I can try and answer some.

    lol, its fine. it's been a while, and they're in no way related to this. most have to do with custom units. and i've since figured most out. don't wory about it.

    on a side note, That map wasn't the one I was talking about. but it's the same principal. like, exactly the same. only i couldn't find it on battle.net. I had a brain spark, and found the real map. It's called Headquarters.

    Posted in: General Chat
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    posted a message on What was that map
    Quote from xShaelis: Go

    I also am pretty sure it was Click Wars Tournament. It's a shame a lot of the Custom Maps we had in the beta never made it to retail.

    Yeah, I agree. thanks for the name, I'll look it up, get back to you if it wasn't. but thans for all the feedback, other threads i've used on SC2Mapster never seem to have people get back to my questions.

    Posted in: General Chat
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    posted a message on Model Importing Help
    Quote from Anthius: Go

    Not to be "that guy" but there's an art section where you are far more likely to get a good response to this, as there are a lot of ppl doing their own modeling. That being said, importing and exporting may generate funky scaling issues. Crazy is right, you can adjust the model in the data editor, but if you want to improt it "to scale" you may need to read up on the exporter. I'd be willing to bet it has instructions on units for your scale.

    hey, I did find those to scale unit setup thing in M3 Exporter, somewhere in the 24 pages it has. I took a screenshot so i would always have it to look at, incase it got screwed up.

    Off Topic: and not to be a jerk, but i have looked in the artist's tavern, for help on other related topics, and the only forum i could ever find to help with ANYTHING, wasn't in there. it's all in the M3 Exporter by NiNtoxicated01 under 3rd party tools. the people in Artist's Tavern (at least the posts i've read) had no clue what they were doing.

    Posted in: Miscellaneous Development
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    posted a message on What was that map

    I played a map durring the beta. There were 4 vallies, and you sent wave after wave at your oponents by training units from a barracs high behind your command center. and you click on the waves of units comming at you. they blew up. you can get a mini nuke for your click. I realy liked this map, but have no idea what the name was. can anybody remember this game?

    Posted in: General Chat
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    posted a message on dds format?

    I'm using photosop and the nvidia plugin to create some custom textures for my custom models. and they show up fine in 3ds max, and they show up fine on the models in game. my problem is that when i import the textures into the galaxy editor, it gives me an error, something like, it's an unsuported format or unexpected or something. and it won't show it in the preview pane, where it shows other files like the m3 files.

    am i using the wrong type of dds format when i export from photoshop? or could there be something else i need to do? Help?

    Posted in: Artist Tavern
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    posted a message on M3 Exporter
    Quote from Prlugo: Go

    Whati know is that you need a dds file for textures .(There's a plugin for photoshp to allow dds export) . In 3dsmax, in material editor you can choose to check- uncheck "use alpha as color" ( or something like that).

    :'(

    if it's ture that you have to use the dds format, even though TGA should work, then i'm gonna have to reinstall photoshop. I decided when installing it this time, that i don't need the 32 bit version. i'm only gonna use the 64 bit anyway, why should i install the 32 bit verson. well, this plugin is only for the 32 bit version.

    But still, can someone go into more depth oh how to do this process, like what the alpha channel actualy is? and how do i create one?

    Posted in: Third Party Tools
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    posted a message on M3 Exporter

    so, i figured out how to get the textures to work. I read on another forum that i had to import the images first, save, then import the models. and it worked.

    but now i've run into another problem. I can't seem to get the alpha channel to work to get the player color working. and i'm prety sure its because the photoshop, tga, bmp, and other formats i've tried aren't exporting from PS with an alpha channel. Does someone here know enough about alpha chanels and Player color to help me?

    Posted in: Third Party Tools
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