I must be missing something. If, for instance, I want to put players into a group, I have to add each player separately.And if I want to add units to a group, I have to choose each unit separately. How come I can't just shift click and add 100 units on the map into a group and instead must choose them separately? I tried to use merge but that doesn't work. I've done much more advance things I must be missing something so simple lol.
also, same thing under actions...I can't select multiple units for an action, only a unit group...but I cant put multiple units in a unit group! paradox !
bump, still getting the stack overflow error when I run game after all 4 are filled. It makes no sense because all 4 alreadybuilts are true, so the trigger should turn off....
"run this trigger" was the name of that trigger that i made, just put in the name of the trigger into that field and it will run its self
and to create a new case you can press ctrl+r (its the shortcut to create a new action) while having cases selected
dont worry i only started messing around with the editor like a month ago and i had no clue wtf was going on with triggers at first xD
LOL what makes this really funny is that your post tells me this in the first place
"this trigger
Events
Timer - Every 5.0 seconds of Game Time
Local Variables
Random int = 0 <Integer>"
edit: Im so stupid I thought that each action was a separate trigger, rather than the whole thing. Now it logically makes perfect sense to me though >_<
i more or less did it for you :D ,
Note: i didnt test it so i may have made a mistake somewhere, but other then that it should work
@AnyILL
i think the way you said it is more or less the best way to do it, maybe it could've been done through custom actions but that wouldn't have made that big of a difference
trying this now, seems like not having this part:
General - Switch (Actions) depending on Random int
was the root of my issues, thanks so much, would've never figured this out. This is my first time playing with a map editor or any type of coding really lol can't wait to show the final product
I'll try this and let you know how it goes, even if I don't end up doing it this way, it'll help me learn as im kind of new with this stuff but I think I understand how the suggestion would work.
btw I've searched for such a long time and found nothing :(
So for my custom map, I need buildings to spawn at four locations. I need 1 building to spawn at each location every 180 seconds. Each building spawns in a location that blocks a path.
I have successfully made it so that a building does spawn at one of these four regions. The problem is that the building needs to spawn at a DIFFERENT location each time (when they spawn at the same location they just overlap). I can make a statement that if the chosen region has a building already, don't spawn the building, but I can't figure out how to make the event keep redoing a random selection till it chooses a region without the building.
Help is appreciated, if you want to see my work i'm gonna put it up after i'm done with alpha, so stay tuned in this thread.
the attached file is just the part I can't get to work btw. PM me if you want to see the full map.
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Hide ( Unit ( Number of any units in unit group 1) from unit group 1.
The unit group has 60 units that should hide but do not. They are all merged into the group and it even lists the correct amount.
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I must be missing something. If, for instance, I want to put players into a group, I have to add each player separately.And if I want to add units to a group, I have to choose each unit separately. How come I can't just shift click and add 100 units on the map into a group and instead must choose them separately? I tried to use merge but that doesn't work. I've done much more advance things I must be missing something so simple lol.
also, same thing under actions...I can't select multiple units for an action, only a unit group...but I cant put multiple units in a unit group! paradox !
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@Idralol: Go
bump, still getting the stack overflow error when I run game after all 4 are filled. It makes no sense because all 4 alreadybuilts are true, so the trigger should turn off....
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strange, everything is in red like its broken but it still works
edit: getting stack overflow errors, is it because Else is left blank at the end?
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works perfectly, feels so good to solve something even when people practically do it for you lol ;DDD
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LOL what makes this really funny is that your post tells me this in the first place
"this trigger Events Timer - Every 5.0 seconds of Game Time Local Variables Random int = 0 <Integer>"
edit: Im so stupid I thought that each action was a separate trigger, rather than the whole thing. Now it logically makes perfect sense to me though >_<
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I'm running into trouble with the if(1), if(2), if(3) business. The first time, I can do:
General - Switch (Actions) depending on Random int Cases General - If (1)
but I can't figure out how to put another case under cases without first going to
General - Switch (Actions) depending on Random int
my other problem is here:
Trigger - Run this trigger (Check Conditions, Don't Wait until it finishes)
I'm not sure what to put for "run this trigger," and I don't understand why I would put that there. Shouldnt I be running NEXT trigger?
I'm trying to figure it out myself but I know it's not going to work because of the case business :(
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trying this now, seems like not having this part:
General - Switch (Actions) depending on Random int
was the root of my issues, thanks so much, would've never figured this out. This is my first time playing with a map editor or any type of coding really lol can't wait to show the final product
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OMG HALPZZZZZZZORRZZZ PLOXZORZ
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bumping because I attached my fail attempt
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lol I suck I can't get this to work
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@Idralol: Go
Does anyone know another way?
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@AnyILL: Go
I'll try this and let you know how it goes, even if I don't end up doing it this way, it'll help me learn as im kind of new with this stuff but I think I understand how the suggestion would work.
btw I've searched for such a long time and found nothing :(
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So for my custom map, I need buildings to spawn at four locations. I need 1 building to spawn at each location every 180 seconds. Each building spawns in a location that blocks a path.
I have successfully made it so that a building does spawn at one of these four regions. The problem is that the building needs to spawn at a DIFFERENT location each time (when they spawn at the same location they just overlap). I can make a statement that if the chosen region has a building already, don't spawn the building, but I can't figure out how to make the event keep redoing a random selection till it chooses a region without the building.
Help is appreciated, if you want to see my work i'm gonna put it up after i'm done with alpha, so stay tuned in this thread.
the attached file is just the part I can't get to work btw. PM me if you want to see the full map.