That will work. Are you sure it will cause less lag though? I would have to create around 100 units just for one small bound, while 10 regions will probably work the same way.
Well, I imitated WC3's Immolation spell and put that spell on my units with 9999 damage so it insta-kills, so that part is good.
I encountered another problem with regions though:
Event - Any unit enters (Region(Any Region) Action - Kill (Triggering Unit)
I need help with the conditions for that event. I added all my death-regions for my bound inside a Region Array. Now I need a condition that checks if a region is inside an region array.
I tried doing this: Event - Any unit enters (Region(Any Region) Action: General - Pick each integer between 1 to 10 (10 is my number of death regions), and do Action Action: General - If-Then-Else Conditions: (Triggering Region) == (RegionArray[Picked Integer]) Action: Kill (Triggering Unit)
upon testing, when I send a unit to enter any region inside my RegionArray, nothing happens.
So my question is: How do I make it so that when any unit enters a region part of a region array, they die.
I think theres something wrong with my event:
Event - Any unit enters (Region(Any Region) Action: UI - Display "Success" to All Players in Chat Area
Well, I imitated WC3's Immolation spell and put that spell on my units with 9999 damage so it insta-kills, so that part is good.
I encountered another problem with regions though:
Event - Any unit enters (Region(Any Region)
Action - Kill (Triggering Unit)
I need help with the conditions for that event. I added all my death-regions for my bound inside a Region Array. Now I need a condition that checks if a region is inside an region array.
I tried doing this:
Event - Any unit enters (Region(Any Region)
Action:
General - Pick each integer between 1 to 10 (10 is my number of death regions), and do Action
Action:
General - If-Then-Else
Conditions: (Triggering Region) == (RegionArray[Picked Integer])
Action: Kill (Triggering Unit)
upon testing, when I send a unit to enter any region inside my RegionArray, nothing happens.
So my question is: How do I make it so that when any unit enters a region part of a region array, they die.
I think theres something wrong with my event:
Event - Any unit enters (Region(Any Region)
Action: UI - Display "Success" to All Players in Chat Area
That would work, but I'm making a bound like map and there are many units you can't go too near, so I think that would lag. Is there seriously no other way to do this? It seems like a simple trigger to me...
If you mean copy a trigger from one map and paste it to another, just highlight the triggers you want and press CTRL+C, and open the trigger editor in the target map you want it to be pasted and press CTRL+V.
So the boolean variable is more like a security, either 0 or 1, either a switch which is ''on'' or ''off''. You can set a boolean variable to be 0 or 1 via action trigger. With this method, you can set a player boolean variable to be true once he voted so he can't vote anymore since the boolean is not fasle anymore.
Do I understand it right?
In your example, you say you dont need to repeat this trigger for each player because of the array. I don't understand how since the trigger you made up is only good when player one vote. I would have to do it for every player, wouldn't I?
I also have more question, but I don't have the editor to test it so I will give it a shot before asking for more.
Ty for your help
In alot of boolean cases, like in editable CFG's, 0 is off and 1 is on. But in this case, the only values they can be are "true" and "false". So you can set the boolean to be "true" (there will be a checkbox with the word True? next to it" or "false" (not true, so leave the checkbox unchecked). Well, in the example trigger, the boolean didn't make it so the same player can't vote anymore. It just makes it so that when every player is done voting, another action does something else. Normally I would probably just hide the dialog after any dialog item is used.
Yes, you still have to do it to every single player. In my opinion, it's mainly for organization purposes.
Boolean are true-false values. You can make a boolean variable and ONLY set it to either true or false. Useful in many triggers and maps.
--
Arrays are simply variables that make your life easier. Player[10] (an array variable) just means you created 11 variables (counting Player[0]) at once. By creating Player[10], you literally created the variable "Player" 10 times in a row. You can change the value of Player[0] without affecting Player[1] or any other variables in the array.
Arrays can also be very complicated, like Team[2][10]. That's 33 total different variables created. Team[0][1] is a whole differently variable then Team[1][1].
--
Let me show you an example that combines those 2 together:
I have an boolean array variable called Finish Voting = false <Boolean[10]>. It is a boolean and an array.
Event
Dialog - Fast Mode is used by Player Any Player with event type Clicked
Condition
(Triggering Player) == Player 1
Action
Variable - Set Finish Voting[1] = True
Player 1 clicks on an dialog item called Fast Mode in a voting system. Boolean helps check that Player 1 finishes voting, and array helps makes things less tedious and organized. WIthout arrays, you would have to make 10 variables: Player 1 Finishes Voting, Player 2 Finishes Voting, Player 3 Finishes Voting . . . .etc.
The example I gave would most likely be proceeded by another trigger that does an action when all players finish voting, or when a specific time has elapsed.
--
Hope I clarified it good enough for you
Feel free to ask any questions ^.^
I think I get what he means now. If a player has any building near the city, he will be awarded minerals. Amount of buildings doesn't matter. I'm not at my PC right now so I can't help you ATM.
I'd have to bring up the editor to know for sure but I'm pretty sure that the command [Player 1 types "-end game" as an exact match] would be the trigger you are looking for.
He wants to do an username check I think. Like your username has to be "Kenneth" for a certain command to work for you. I'm kind of interested to know the answer too. Probably assigning each player an integer using banks and if you have a specific integer u get added into a player group, and the trigger you mentioned uses conditions for that palyer group or something crazy like that
0
@TacoManStan: Go
That will work. Are you sure it will cause less lag though? I would have to create around 100 units just for one small bound, while 10 regions will probably work the same way.
Thanks
0
0
Well, I imitated WC3's Immolation spell and put that spell on my units with 9999 damage so it insta-kills, so that part is good.
I encountered another problem with regions though:
Event - Any unit enters (Region(Any Region) Action - Kill (Triggering Unit)
I need help with the conditions for that event. I added all my death-regions for my bound inside a Region Array. Now I need a condition that checks if a region is inside an region array.
I tried doing this: Event - Any unit enters (Region(Any Region) Action: General - Pick each integer between 1 to 10 (10 is my number of death regions), and do Action Action: General - If-Then-Else Conditions: (Triggering Region) == (RegionArray[Picked Integer]) Action: Kill (Triggering Unit)
upon testing, when I send a unit to enter any region inside my RegionArray, nothing happens.
So my question is: How do I make it so that when any unit enters a region part of a region array, they die.
I think theres something wrong with my event:
Event - Any unit enters (Region(Any Region) Action: UI - Display "Success" to All Players in Chat Area
when I enter a region, nothing happens.
0
@TheTAZsc: Go
That would work, but I'm making a bound like map and there are many units you can't go too near, so I think that would lag. Is there seriously no other way to do this? It seems like a simple trigger to me...
0
@Reaper872: Go
I can't find the function Any Unit. There's nothing in Presets too
0
I haven't opened the editor in a long time, so I forgot everything :(
Anyways, I need help with the [[ ]] part. I need it to work with every zealot on the map, not a single one.
Event: Any Unit Enters a distance of 1.0 from [ [ Any Zealot ] ]
Thanks <3
0
@Reaper872: Go
If you mean copy a trigger from one map and paste it to another, just highlight the triggers you want and press CTRL+C, and open the trigger editor in the target map you want it to be pasted and press CTRL+V.
0
@NoXiOuSMoB: Go
There should be a checkbox
0
Thanks for this! Before I just used like 10 "Combine Texts" together lol
0
blizzard said they are looking at it though, so it might be implented in future
u can probably simulate map switching by changing map boundaries, but it's pretty tedious from my experiences
0
In alot of boolean cases, like in editable CFG's, 0 is off and 1 is on. But in this case, the only values they can be are "true" and "false". So you can set the boolean to be "true" (there will be a checkbox with the word True? next to it" or "false" (not true, so leave the checkbox unchecked). Well, in the example trigger, the boolean didn't make it so the same player can't vote anymore. It just makes it so that when every player is done voting, another action does something else. Normally I would probably just hide the dialog after any dialog item is used.
Yes, you still have to do it to every single player. In my opinion, it's mainly for organization purposes.
0
@Abion47: Go
His code is only for supply depots, so if you want it to be any buildling, make it any unit and exclude everything except structures
0
@Claymuffin: Go
Boolean are true-false values. You can make a boolean variable and ONLY set it to either true or false. Useful in many triggers and maps.
--Arrays are simply variables that make your life easier. Player[10] (an array variable) just means you created 11 variables (counting Player[0]) at once. By creating Player[10], you literally created the variable "Player" 10 times in a row. You can change the value of Player[0] without affecting Player[1] or any other variables in the array.
Arrays can also be very complicated, like Team[2][10]. That's 33 total different variables created. Team[0][1] is a whole differently variable then Team[1][1].
--Let me show you an example that combines those 2 together:
I have an boolean array variable called Finish Voting = false <Boolean[10]>. It is a boolean and an array.
Event Dialog - Fast Mode is used by Player Any Player with event type Clicked
Condition (Triggering Player) == Player 1
Action Variable - Set Finish Voting[1] = True
Player 1 clicks on an dialog item called Fast Mode in a voting system. Boolean helps check that Player 1 finishes voting, and array helps makes things less tedious and organized. WIthout arrays, you would have to make 10 variables: Player 1 Finishes Voting, Player 2 Finishes Voting, Player 3 Finishes Voting . . . .etc.
The example I gave would most likely be proceeded by another trigger that does an action when all players finish voting, or when a specific time has elapsed.
--Hope I clarified it good enough for you Feel free to ask any questions ^.^
0
I think I get what he means now. If a player has any building near the city, he will be awarded minerals. Amount of buildings doesn't matter. I'm not at my PC right now so I can't help you ATM.
0
He wants to do an username check I think. Like your username has to be "Kenneth" for a certain command to work for you. I'm kind of interested to know the answer too. Probably assigning each player an integer using banks and if you have a specific integer u get added into a player group, and the trigger you mentioned uses conditions for that palyer group or something crazy like that