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    posted a message on Need lots of advice...

    @Starcraft2Warlord: Go

    everything except the shop is very easy to accomplish, and i really dont know how hard/easy it is to do simply because ive never tried to make one.

    That being said i think you'll get alot of use from some very basic tutorials, check out this page:

    http://www.sc2mapster.com/api-docs/tutorials/

    Check out a few of the beginner tutorials dealing with triggers, once you wrap your head around how they work, the rest should all fall into place.

    Posted in: Miscellaneous Development
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    posted a message on Need help. Attack move after unloaded.

    @Phox13: Go

    check out the Unit unloads/loads cargo event.

    You can setup one of those, to check that the units have just left the applicable herc, then assign your attack move to them.

    Posted in: Miscellaneous Development
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    posted a message on Shouldnt this work?

    @booogers: Go

    Treat an OR within a condition as a folder, in which a bunch of conditions are placed in, and if any one of them return true, the actions are fired.

    So;

    TestTrigger
        Events
        Local Variables
        Conditions
            Or
                Conditions
                    Condition 1
                    Condition 2
                    Condition 3
        Actions
    

    If condition 1, 2 or 3 return true, the actions are fired.

    Posted in: Miscellaneous Development
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    posted a message on Detecting Human Players, and Teams

    @DarkShape80: Go

    Ahh im an idiot :) I just compared to the start locations, which of course are tied to the teams, my bad.

    Posted in: Miscellaneous Development
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    posted a message on Really dont understand conditions in sc2 editor compared to wc3, help? (noob Q)

    @WhiskyEU: Go

    Yes, its player 1, however, those player numbers afaik, are the order in which the players joined the game, and have absolutely no bearing on placement in the teams list, or which team they are on.

    However, he is the code in GUI of what you wanted to do;

    WhiskeyEU
        Events
            Unit - Any Unit Enters (YourRegionHere)
        Local Variables
        Conditions
            (Unit type of (Triggering unit)) == Probe
            (Owner of (Triggering unit)) == 1
        Actions
    
    Posted in: Miscellaneous Development
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    posted a message on Detecting Human Players, and Teams

    Well, i figured out Human vs computer player detection, still dont know if it changes when a player drops of course. But still totally lost on how to determine which player is on which team.

    Posted in: Miscellaneous Development
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    posted a message on Detecting Human Players, and Teams

    Im having trouble detecting what player is on which team, as well as how to detect if a player is being controlled by a human.

    Also as a follow up question, when you check for a human controlled player, will this value change if the player drops?

    Posted in: Miscellaneous Development
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    posted a message on Help regarding duplicating a unit.

    @Ultrimo: Go

    hmm, im not sure what could be going wrong then, ive never had a model fail to work after copying it. ill have to defer to someone who has more experience in this aspect of the editor.

    Posted in: Miscellaneous Development
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    posted a message on Help regarding duplicating a unit.

    @Ultrimo: Go

    Seem to work ok for me, just remember, after you do the duplicate dialog, your actor entry on the new depot will look like:

    Actors
    .Supply Depot Copy
    .Supply Depot Splat Copy
    .TerranFlamesMediumBuilding (Unnamed) Copy
    

    I believe only the first one is essential to copy, but i have done very very little with copying / creating new units, but the model aspect has always worked fine.

    Posted in: Miscellaneous Development
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    posted a message on Help regarding duplicating a unit.

    @Ultrimo: Go

    Very odd then. Ive only had a blank building when i forgot to copy all the actors in the duplication dialog.

    I'de try recreating it? maybe you hit some kind of bug.

    It really sounds like not all the actors copied correctly.

    Posted in: Miscellaneous Development
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    posted a message on How can I make Medic gain XP while Channeling Heal

    @ajilejay: Go

    how did you link the ability? there a way that will work, and a way that will not work.

    Posted in: Miscellaneous Development
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    posted a message on Help regarding duplicating a unit.

    @Ultrimo: Go

    It has something to do with the way actors work, I don't know why, but if you select to copy all the actor portions of the unit when you duplicate it, it will work, Im sure someone else knows more and will be able to tell you exactly what actor objects need to be duplicated and why.

    Posted in: Miscellaneous Development
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    posted a message on Any way to reset data

    @rymonator: Go

    If you delete a modified item, that exists in the dependency, it will revert.

    So, If i change a zerglings armor, it is name is now green, and everything that used to 'point' at the zergling, now points at my modified zergling. Meaning if i spawn a zergling from larva, it now has my new armor value. However, If I then delete it, the old non changed blue text zergling shows back up, and stuff that used to "point' at it, will do so again, like larva spawning into 2 zerglings for instance.

    Posted in: Miscellaneous Development
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    posted a message on CoH Style Map

    @Eternallight1000: Go

    Oh, no problem. First you create a Global Variable, it will be an integer by default, leave it as such. There will also be a checkbox for an Array, check it, then increase the number that is now available to be changed, to the amount of capture points on your map.

    So the Variable will look something like: CapturePoints[10] <Integer>

    You can stop reading here if you know how an array works, if not, what you just created is like 10 Integers in one (technically 11, cos 0 counts, but I don't use 0, just a personal choice) So you can do a Set Variable CapturePoints[1] = 1, Set Variable CapturePoints[2] = 0, Set Variable CapturePoints[5] = 3, and so on.

    This makes is easy to iterate through the array when you do your checking, such as;

    Pick Each Integer from 1 to 10, Incrementing 1 If CapturePoints[PickedInteger] = 1 Give Team 1 X Minerals.

    You get the idea I hope.

    You also may want to make an arrray for each type of point, so you dont have to do checking inside the iterations, like If PickedInteger = 1 through 5, give minerals etc.

    Posted in: Miscellaneous Development
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    posted a message on CoH Style Map

    @Eternallight1000: Go

    I would create an array for the capture points, so you can track which teams is currently in control, you could do something like, 0 = Neutral, 1 = Team 1, 2 = Owned by team 2. Or just store the player integer, so you know what player is currently controlling the point, this can be useful if you want to do a lighting effect of the players color on the structure/doodad. You would hook your capture scripts into this array variable.

    After that's setup, and you can easily find out which player / team owns which capture points. You just make a timer trigger that does a check for who owns what, and gives our the appropriate resources every X seconds.

    Posted in: Miscellaneous Development
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