That will return the player group that the triggering player belongs to. I want to hide the dialog just for player 1, or player 2, or player 3, individually.
I guess I could have four different dialogs, one for each player, but that seems a bit stupid
At the start of my map, I show a dialog with a few buttons to click on for all players.
Once a player has clicked their choice, however, the dialog does not go away. How do I hide the dialog for the triggering player only, so that the other players that, perhaps, have not yet clicked, can still do so until the timer for the vote ends?
I solved the problem a different way. Since all of the buildings will be able to attack, I set up a trigger to change ownership when they acquire a target
the problem is that the buildings will be destroyed and fought over by two teams of players.
so I want to write one trigger that will capture when any unit gets close enough to a capturable objective, as long as that structure is of the correct unit type
any unit enters a distance of 10.0 from any unit of unit type (supply depot)
how do I make it so that players that create my game do not have to manually select my custom game mode, but the custom game variant/mode will be pre-selected by default?
I have a search effect that applies the set effect within a radius of 3.
the set effect applies the damage effect, missile effect, and slowing effect.
damage is hurting my own units as well as enemy units, similar to a siege tank. don't want that. want it to hurt only enemy units.
what do I change in data editor to fix this?
this looks great I'm definately going to repurpose it for my TD.
my TD is up to 4 players and all players share the same lives, so, I will have to edit your triggers, but yeah, thanks for giving this back to the community
By empty player slot i mean in player properties, the control is set to user but there is no human player controlling it.
Say the map is a 2 player custom map with player properties set to user.
If one player were to start the map by himself, I want it to turn the empty slot into a computer player w/ scripts and stuff.
Not exactly sure how the lobby system in SC2 works. How are slots set if the player slot control is user?
you will need to check to see if the game was started with an 'empty' player slot
(on map initialization)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player 1) == User
Then
Else
(pseudo code: Select all units owned by player 1 and give those units to player x)
I am trying to figure out how to attach weapons to game models, so that I have control over where the weapon is being fired from visually on the game model.
Example: the sensor tower has 8 attachment points. The point I want to attach the thermal lance weapon to is:
REF_OVERHEAD: [e_attachOverhead], Bone = 46
So, does anyone know how to specify a weapon to fire from that point on the model?
Right now my lasers are firing from the bottom of the structure and it looks rather silly. any help would be appreciated
0
@Tekaichi: Go Dialog - Hide dialog for (Player(triggering player))
Yep, this worked nicely. Case closed.
0
@Tekaichi: Go
That will return the player group that the triggering player belongs to. I want to hide the dialog just for player 1, or player 2, or player 3, individually.
I guess I could have four different dialogs, one for each player, but that seems a bit stupid
0
At the start of my map, I show a dialog with a few buttons to click on for all players.
Once a player has clicked their choice, however, the dialog does not go away. How do I hide the dialog for the triggering player only, so that the other players that, perhaps, have not yet clicked, can still do so until the timer for the vote ends?
0
so where exactly is the Death time unit parameter in the current version of the starcraft 2 editor?
your tutorial was made using the beta editor and therefore I can't follow along because everything has changed in the menus/etc.
0
@Klishu: Go
I solved the problem a different way. Since all of the buildings will be able to attack, I set up a trigger to change ownership when they acquire a target
0
@Zetal: Go
the problem is that the buildings will be destroyed and fought over by two teams of players.
so I want to write one trigger that will capture when any unit gets close enough to a capturable objective, as long as that structure is of the correct unit type
any unit enters a distance of 10.0 from any unit of unit type (supply depot)
0
@SkyyLegend: Go
inspect my triggers and you will see how to do both of those things: http://www.sc2mapster.com/maps/lorenztd/
0
need help writing this trigger:
a neutral player initially has these buildings, but if you bring one of your units close to them, you are given control of the building?
0
how do I make it so that players that create my game do not have to manually select my custom game mode, but the custom game variant/mode will be pre-selected by default?
0
but how to make a team of 4 players versus 1 AI?
0
I have a search effect that applies the set effect within a radius of 3.
the set effect applies the damage effect, missile effect, and slowing effect.
damage is hurting my own units as well as enemy units, similar to a siege tank. don't want that. want it to hurt only enemy units.
what do I change in data editor to fix this?
0
i have an actor which, while it is being built, is using the sensor tower model, but when it is completed being built, uses the auto-cannon model.
only problem is that it does not animate while being built. there should be a mechanical arm swinging around with sparks.
how to assign a build animation to an actor?
0
this looks great I'm definately going to repurpose it for my TD.
my TD is up to 4 players and all players share the same lives, so, I will have to edit your triggers, but yeah, thanks for giving this back to the community
0
you will need to check to see if the game was started with an 'empty' player slot
(on map initialization)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Controller of player 1) == User
Then
Else
(pseudo code: Select all units owned by player 1 and give those units to player x)
0
I am trying to figure out how to attach weapons to game models, so that I have control over where the weapon is being fired from visually on the game model.
Example: the sensor tower has 8 attachment points. The point I want to attach the thermal lance weapon to is:
REF_OVERHEAD: [e_attachOverhead], Bone = 46
So, does anyone know how to specify a weapon to fire from that point on the model?
Right now my lasers are firing from the bottom of the structure and it looks rather silly. any help would be appreciated