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;
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.
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.
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.
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.
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.
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.
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.
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@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.
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@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.
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@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;
If condition 1, 2 or 3 return true, the actions are fired.
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@DarkShape80: Go
Ahh im an idiot :) I just compared to the start locations, which of course are tied to the teams, my bad.
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@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;
0
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.
0
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?
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@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.
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@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:
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.
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@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.
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@ajilejay: Go
how did you link the ability? there a way that will work, and a way that will not work.
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@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.
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@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.
0
@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.
0
@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.