Seems like you're making a typing game, typing its name will kill the unit ( just guess :) ) My suggestion is that you create a array of 100 string named TEXT. Predefine it with your text. Also a blank array of 100 unit named UNIT. Each time you want to create a zergling, use "Convert to int (random function *100)" and give it to a variable named RANDOM, give text tag TEXT[RANDOM] to that zergling and assign UNIT[RANDOM] to that zergling.
To call back the unit , use a switch case or 100 trigger for each text you typed.
I do agree with the point that this site need more support on the forum side like viewing which threads user created or posted on. The newest reply thing is unnatural also. The same things happen with comments on project. Worse that it can't even be searched or sorted
The map database doesn't really need support for ratings/downloads since maps can be extremely varied in quality ( planning,alpha,beta... ). However, download counts for developer would be nice. It just need some other way to sort/filter more complex.
Have no idea also. Have you tried Show text message these supplied used values to see if they was actually correct ? How about using new variables for supply used/max and increment it by 2 each time you created a zealot or make a pylon ?
You can create your own event definitions (custom event ) just like creating trigger. Right click at trigger window, New -> New event definition. I havn't had any experience with it so good luck messing around a bit.
I troubled with this problem as well, since they only allow circle and rectangle (not even able to rotate), my best bet is pixelation for the coordinates. For example, create an empty region. Run a double loop for x and y, increment by 1, check whether point x,y is in the needed region, if so then add a circle (shape) with radius of 0.5 to the empty region and so on... Accuracy is based on how small you want to choose the increment (pixel) to be.
Adding or removing shape from region is already supported in the trigger. The only problem is to find the area of that irregular shaped region. I'm thinking of calculus ..
Anyone tried ? I couldn't seem to find a way to return a specific region's area as real value by trigger now. My region would start of as a square or circle, then more shaped are added as the game progress and finally i want the total area of all the shape ( overlapping excluded ).
Also, the region would also change the terrain underneath it ( similar to painting ). I tried the supertexture guide by decal with no luck since i can't restrict a doodad to visible only in a region.
Just throwing it out even though i have no hope :(
Use a trigger with event Unit enter regions. Set a region at the place before your thor is created, set the thor to some variable in that trigger, issue order to that variable later. Even better, you can move a region to the exact before creating an unit
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Seems like you're making a typing game, typing its name will kill the unit ( just guess :) ) My suggestion is that you create a array of 100 string named TEXT. Predefine it with your text. Also a blank array of 100 unit named UNIT. Each time you want to create a zergling, use "Convert to int (random function *100)" and give it to a variable named RANDOM, give text tag TEXT[RANDOM] to that zergling and assign UNIT[RANDOM] to that zergling.
To call back the unit , use a switch case or 100 trigger for each text you typed.
Eg: Switch (typed chat message)
If ( TEXT[1] ) then Kill UNIT[1]
If ( TEXT[2] ) then Kill UNIT[2]
If ( TEXT[3] ) then Kill UNIT[3]
.....
Good luck, this kind of idea really need work :P
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I do agree with the point that this site need more support on the forum side like viewing which threads user created or posted on. The newest reply thing is unnatural also. The same things happen with comments on project. Worse that it can't even be searched or sorted
The map database doesn't really need support for ratings/downloads since maps can be extremely varied in quality ( planning,alpha,beta... ). However, download counts for developer would be nice. It just need some other way to sort/filter more complex.
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Here is my submission:
Reverse Movement
Apply a buff on an unit that reverse any movement ordered. Lasts 30 seconds.//
I still couldn't find a way to implement non-trigger behavior yet but this was still robust to be on any hero :)
( My dream buff for ultralisk :D )
Downloads+ Instructions: http://www.sc2mapster.com/maps/custom-spell-contest-reverse-mov/
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Since no one is making a soccer game out of Starcraft 2 yet and FIFA 2010 is coming, I've decided to make it work :)
http://www.sc2mapster.com/maps/soccer-galaxy-cup-2010/
Early concept:
- WASD movement
- Player switching
- Ball handling system
- Charge-up style shoot
- Ball deceleration
All number will be tweaked for balancing/fun purpose.
I'm desperately need help on map terrain. If you are good at terraining, modeling and willing to help, please contact me.
Hope to be released during World Cup 2010. Have fun.
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Have no idea also. Have you tried Show text message these supplied used values to see if they was actually correct ? How about using new variables for supply used/max and increment it by 2 each time you created a zealot or make a pylon ?
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I dont know either. The tga image might be autogenerated. I converted a custom image to dds and it works well.
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You can create your own event definitions (custom event ) just like creating trigger. Right click at trigger window, New -> New event definition. I havn't had any experience with it so good luck messing around a bit.
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Does your abilities has a target or just instant effect ? If you have to target before the trigger run, you should use this instead
Unit - Set (Triggering ability target unit) Life to (((Target unit for (Triggering order)) Life (Current)) - Mana Spent)
Your event is unit used abilities, not issued order so i guess order does not work
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I troubled with this problem as well, since they only allow circle and rectangle (not even able to rotate), my best bet is pixelation for the coordinates. For example, create an empty region. Run a double loop for x and y, increment by 1, check whether point x,y is in the needed region, if so then add a circle (shape) with radius of 0.5 to the empty region and so on... Accuracy is based on how small you want to choose the increment (pixel) to be.
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Not that simple, overlapping need to be excluded :P
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Thanks, this seem plausible (lag free). Also, counting number of that Unit Type unit within said region is much simpler
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@Eiviyn: Go
Adding or removing shape from region is already supported in the trigger. The only problem is to find the area of that irregular shaped region. I'm thinking of calculus ..
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Bumb
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Anyone tried ? I couldn't seem to find a way to return a specific region's area as real value by trigger now. My region would start of as a square or circle, then more shaped are added as the game progress and finally i want the total area of all the shape ( overlapping excluded ).
Also, the region would also change the terrain underneath it ( similar to painting ). I tried the supertexture guide by decal with no luck since i can't restrict a doodad to visible only in a region.
Just throwing it out even though i have no hope :(
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@Robeezy: Go
Use a trigger with event Unit enter regions. Set a region at the place before your thor is created, set the thor to some variable in that trigger, issue order to that variable later. Even better, you can move a region to the exact before creating an unit