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    posted a message on Couple questions
    Quote from NoXiOuSMoB: Go

    Well i do appreciate it, its not what im looking for have you ever played the diplomacy 7.7 gold on sc bw? thats the effect im trying to look for if you ever played it

    I've never played BW, so I can't help you with that. Maybe someone who has played that map can help you. Try PMing mods or people with high posts, or just wait for someone to help you I guess

    Posted in: Triggers
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    posted a message on Couple questions
    Quote from NoXiOuSMoB: Go

    If you could do that , that would be so help ful thank you if i did it by conquering people could just hit and run on cities easily and would make the game very hectic

    Made a test map for you. Just steal the triggers. Go open it and press CTRL + F9 to test it in-game, and tell me if you want to change anything.

    Here's my test for it: 1. Don't move marauders at all 2. Ultralisk will enter Beacon while trying to attack second marauder. Shows that units are vulnerable and might die when capturing. 3. After Ultralisks captures, type "dt" to spawn a Beast Slayer. 4. Use BS to kill Ultralisk and re-capture your ultralisk. 5. Notice that your income will then be restored

    Obviously, I didn't really test it with 2 players and there might still be a lot of bugs, so feel free to ask me to fix any bugs you discover.

    Posted in: Triggers
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    posted a message on Can units be in multiple unit groups?

    @ResolveHK: Go

    yes

    Posted in: Triggers
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    posted a message on Center the camera

    @Hoytman: Go

    anyone know how to type triggers in code or something? anyways

    Action -> Pan Camera for player 1 to (Position of (Triggering Unit)) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning

    Posted in: Triggers
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    posted a message on Couple questions

    @NoXiOuSMoB: Go

    It sounds pretty complicated. How about just changing the owner and color of the city to whichever player conquers the city? I can write a trigger for you to do that if you want me to. But if that will affect the gameplay of your map, I can still try and do ur original idea.

    Posted in: Triggers
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    posted a message on Kill all units

    @Hoytman: Go

    you still need the event btw

    his answer only tells u how to kill all units on map

    Posted in: Triggers
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    posted a message on Couple questions

    Yes, it would need modifications.

    Take a look at his code first

    Event: Event: Every 5.0 seconds of Game Time

    This is a Periodic Event, an event which fires the action every X amount of seconds (in this case, 5 sec).

    Now, his action is a bit complicated:

    Action: Unit Group - Pick each unit in (Supply Depot units in (Region((Position of (Our Money Giving Building)), 5.0)) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions) Action: Player - Modify player (Owner of (Picked unit)) Minerals: Add 10

    This code basically Picks every unit that is a Supply Depot in the region around your Money-giving building (radius of 5), and does the action which modifies the mineral of the owner of the supply depot by +10.

    ~~~~~~~~~~~~~~~~~~~~~~

    The first modification you have to make is to change the seconds of the Periodic Event. Change it to 180 for 3 minutes and 240 if you want 4 minutes. Remember it's Game Time, not Real Time. Game Time is every second of the game (game speed can be adjusted), shown bottom left corner, while real time is every real life second time.

    I don't get what you mean by the second half of your description, so if you could elaborate i can help.

    Posted in: Triggers
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    posted a message on Recommended Terrain for Bound?

    Thanks for the tips. Just tested a short sample maze with your recommendations and it worked brilliantly! Thanks again :D

    Posted in: Terrain
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    posted a message on Recommended Terrain for Bound?

    What terrain to you recommend me to use for a bound map. It's going to be Wc3- style, one terrain that you can't touch and one that you walk on. It can be any terrain on any tileset. Thanks

    Posted in: Terrain
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    posted a message on Timer isn't working for some reason

    My timer does not work for some reason and I've everything I could think of to fix it, but every method I use does not work, here is the triggering script:

    trigger timer big Sry if image is a bit small, but forum resizes it to that size

    I think my script never gets to Trigger 2, as once my timer window reaches 0, it never restarts

    Thanks in advance for looking at my post and helping

    Posted in: Triggers
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    posted a message on simple question about triggering

    Anyone know how to make a unit that isn't on the map (yet) a value? Here's what I mean, my trigger is this:

    Event: Unit - Any Unit training progress is Completed

    Conditions: (Triggering unit) == [A Value]

    The thing is, I can only select values from units that are on the map. I have a barracks that can build marines, but there's no marines on the map when the game starts. How do I make the triggering unit a marine if there's none on the map yet?

    Posted in: Triggers
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    posted a message on [Library] - Decreasing working time

    Found this useful.

    Heres an SS of it (sry if low quality)

    dev

    Posted in: Trigger Libraries & Scripts
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    posted a message on Can't find option to display a text message in chat

    NVM I found out how to do it, it's Action - UI - Display Message for (All Players) to Chat Area

    Posted in: Triggers
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    posted a message on Can't find option to display a text message in chat

    Remember in the Wc3 TDs when a unit enters the zone you're supposed to protect, it displays a chat message like "A ZOMBIE HAS ENTERED THE CITY! YOU HAVE 40 CHANCES LEFT!" Anyone know how to do this? Thanks

    Posted in: Triggers
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    posted a message on [Video, Data] Healing Fountain
    Quote from OneTwoSC: Go

    @kenxftw: Go

    You'd need an allied CPU player for them that you could place the building for rather than for player 0. Then make the filter for the aura only select ally/player.

    Thanks! Your solution worked well. Any way to make it heal by percentage? Like 5% of the unit's max HP per second? Thanks in advance

    Posted in: Tutorials
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