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    posted a message on Order unit problems

    @ronpetit: Go

    Maybe a screen shot of your trigger would help. Perhaps you can try using debug messages?

    Posted in: Triggers
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    posted a message on how to limit the ammount of units created?

    @zISilenced: Go

    I suppose other than using the data editor, which can be confusing to new comers, you can simply use a trigger. Since you posted in the trigger section, I am going to assume that is what you are trying to do, through triggers.

    First you need a timer of periodic behavior, and all it does is spawn X amount of unit. However, each time it spawns X amount of unit, make sure you have a global variable that keeps track of the total amount of units you have. Finally, you want to add a condition to the trigger. In short:

    Variables:

    • Spawner (Timer, periodic)
    • Max Unit (Integer)
    • Current Unit Count (Integer)
    • Units Per Spawn (Integer)

    Trigger:

    • Event = Spawner expires
    • Condition = (Current Unit Count + Units Per Spawn) < Max Unit
    • Action = 1) Create Unit for a player 2) Modify Current Unit Count to + Units Per Spawn
    Posted in: Triggers
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    posted a message on quick timer question

    @Jinxxx123: Go

    What I find more useful is that instead of destroying the timer, you should just restart the expired timer.

    Consider the following case:

    Each player has their own SC2 copy locally to their computer. Each player can only control 1 hero at a time. Therefore, only one timer is needed for hero revival. When a timer is expired, it stops counting and will be caught by other trigger given that tis even is: When youTimeVariableName expired. When your player's hero die again, you can simply restart the same timer used.

    To do it:

    Simply create a global variable call it heroRevivalTimer During game setup, create a timer (new timer) and assign it to your variable. Then to use it, simply make it start, and then restart when ever you need it.

    I am not sure, but maybe the timer is not properly destroyed because the "garbage" is not collected yet. I remember Galaxy Editor has a garbage collection function, try to see if that helps by calling garbage collection after you try to destroy your timer. I still say restarting the timer is the best as it save both space, and memory allocation time :)

    Posted in: Triggers
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    posted a message on Tutorial Request: Galaxy

    @Reach0: Go

    I agree with the others. By learning the trigger GUI, you will be familiarized with all the functions you commonly use. If you jump directly into Galaxy, it might be overwhelming and you might find yourself looking for simple function or even difficulty describing what you need to do in terms of basic simple procedures. Unless of course you have programming experience, then it might be easier, but you would still have to learn the functions.

    Posted in: Tutorials
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    posted a message on Using Units as Currency

    @DanteAS: Go

    I think the more efficient way to do this is:

    1) As you reward "money" (your zerglings) to the player, you should, during each of the zerglings' creation, add them to a unit group 2) By storing them in a unit group, you can have constant assess them, so you can check their number, where they are, ect ect. 3) When they enter the region, you don't have to count them and make them into unit groups again, just make a condition making sure it is the zergling (unit type) that is triggering the trigger, then do w/e you want with it.

    Posted in: Miscellaneous Development
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    posted a message on [Data] Introduction to Ability Creation

    @LaVacaMorada: Go

    Thank you :) I will be comparing my code and yours when I'm dong doing my terrain :)

    Posted in: Tutorials
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    posted a message on [Data] Introduction to Ability Creation

    @kakalxlax: Go

    You trying to make a custom weapon? Or custom damage? They are two different things? Or are you trying to make a different missile? @@" They are all different

    Posted in: Tutorials
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    posted a message on [Data] Introduction to Ability Creation
    Quote from LaVacaMorada: Go

    Either the Search effect isn't finding your units, or the Apply Behavior effect isn't applying the behavior.

    The most likely culprit is the Search Filters on the search effect; it's easy to accidentally exclude something. Make sure Player and Ally are enabled, and nothing is excluded that shouldn't be.

    The search behavior is set correctly: Player and Ally are CHECKED, with Visible - Required, Dead, Missile, Structure, Stasis - Excluded. All others are set to Allowed.

    As for the applying behavior, I do have the movement modification at times 2. Is there a way to use trigger to find out which units the search function selected? Maybe also a trigger that prints out and debugs the applying behavior?

    Your first ability works perfectly :) (Probably lack some target effect like say a little swirl on top of the targeted unit)

    Thanks :)

    Posted in: Tutorials
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    posted a message on [Tutorial, Data, Misc] How to: Morphing: Shapeshifter/Druid type Unit + Shadowmeld

    @MLGAzrael: Go

    Well, when you play around more and more you will eventually know the system. But the best wa, I personally found is you really try to understand the logic between objects you use.

    For example, all ability needs a behavior if you want to modify a unit's stats, say hp, regen, movement speed ect. And you then need an effect to carry out the behavior. Effects are more complex because you can also use it to create persistent effects (something that repeats either randomly or not). After this step, you might want a model (not and actor of type model, but a model) to say display the effect or even the Splat(the aiming circle image for aoe spells). Finally you want an ability and actor, then put it in the unit.

    Posted in: Tutorials
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    posted a message on [Data] Morphing Buildings Guide

    First of all, thank you very much! This is exactly what I am looking for. However, I don't seem to be able to change my new model's scale? I can change the model when the morph is complete, but the model SCALE won't change ....

    Any suggestions?

    Edit: I got it. For those who are still searching, It is adjusted under the Model, NOT actor. So if you don't want to mess with in game data (ie keep the data clean) make sure you duplicate the model, and then change its scale

    Posted in: Tutorials
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    posted a message on [Data] Introduction to Ability Creation

    Wow, great work! Your explanation is brief and clear. Well done!

    Edit: You made a mistake - During the 2nd ability guide in the event field there, you meant "Destroy" but you put "Create" 2 times for both persistent.

    Edit 2: Hmmm, for some reason, I followed your instruction making the time warp, and it doesn't work. The Splat shows up and the nullfield.m3 model shows up, but not effect is being applied. There is no buff icon on the units and they move at the same speed! Any clue as to what might of gone wrong?

    Posted in: Tutorials
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    posted a message on Unit firing location

    @wingednosering: Go

    Thank you so much :) And okay, I'll search more in the future.

    Posted in: Data
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    posted a message on Unit firing location

    Hey guys,

    I have created a unit based on Ghost, and he fires projectile (based of Battlecruiser). The problem is, the projectile comes out of his feet! Is there a way to make it come out some what closer to hes gun?

    Thanks

    Posted in: Data
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