Because having a popular map is not the end goal of many map-makers - making something you can be proud of is. It is similar to how you (and other trolls in general) don't actually care about the questions you ask. You care about feeding on the tears they create.
Just found a major bug when an item's max charges are equal to its starting charges - this is why some items weren't stacking right / charges not being used. The problem has been fixed. If you are using an older version of the library, it is highly recommended that you upgrade to version 1.15 as soon as possible.
Short answer: It depends on how much script you are going to end up writing. If you are planning on eventually working on cutting-edge or large scale projects then I believe that learning BOTH GUI and Galaxy scripting is a must. However, if you are only planning on making a few smaller maps, or maps that are moderately simple, then the time investment needed to learn galaxy will easily outweigh the benefits.
In the end, it is far more important to learn how to use the data editor properly - It can save you from writing a ton of script.
Here's a version that works without having to modify the actor of every unit you want to grow directly (I put some visual FX in there also). It uses a custom actor and a custom behavior. I'm assuming you know how to create abilities that apply behaviors, because I was too lazy to go through all the steps to make that happen.
The whole "Add (Actions) to the action queue" might be messing it up. Optimizing it might also help. I don't really know what the message is supposed to say, but if it changes you can just create a look-up array for it. BTW I did not actually GUI fully or test this trigger, so some of it might be wrong or not work. Hope this helps.
EnemyUnitDiesEventsUnit-AnyUnitdiesLocalVariablesKiller=(Killingplayer)<Integer>Chooser=(Integer((PlayerScoreCount[Killer] / 50000.0))) <Integer>
Conditions
(Owner of (Triggering unit)) == 15
Actions
Variable - Modify Player Kills Count[Killer]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killer + 1) to (Text(Player Kills Count[Killer]))
Variable - Set Player Score Count[Killer] = ((Player (Killer) Point Value of Units Killed score) + (Player (Killer) Point Value of Units Killed score))
Leaderboard - Set Leaderboard item text at column 3 and row (Killer + 1) to (Text(Player Score Count[Killer]) with Any Precision decimal places)
General - If (Conditions) then do (Actions) else do (Actions)
If
And
Conditions
Player - New Unit Chooser[Killer] != Chooser
Chooser <= 10
Then
Variable - Set Player - New Unit Chooser[Killer] = Chooser
Unit - Create 1 Unit / Power Selector for player (Killer) at Unit / Power Selector Starting Point facing 180.0 degrees (No Options)
UI - Display "Congratulations! You just received ..." for (Player group(Killer)) to Subtitle area
Else
Specifically, the damage will be in an effect linked to the weapon linked to the unit. Make sure the object explorer button is pressed to make finding links easier. In this case, the effect is called Marine - Gauss Rifle (Damage). HP is editable on the unit itself and is titled Stats - Life Maximum. Oh, and this is all in the data editor.
First off, try to add just one abilmorph ability to a unit and see if it crashes. If it does, you probably have your abilimorph set up wrong. If it doesn't, keep adding them until you find the ones that do, and remove them.
If your abilmorph is set up wrong, that probably means they all are. I would try to find a tutorial showing the proper configuration of said ability and remake them all.
As promised a new version of the library and map have been posted along with a description of the library. Some bugs were fixed and some functions were added.
I almost positive the hard limit is that each unit can have up to 32 abilities assigned to it in the data editor. Again, these abilities cannot be changed at run time, but they can be enabled/disabled or have their catalog data altered to give the illusion they are being changed. I don't know what the upper end of how many units/abilities the game can have is, but I would assume it is more than 135 / 81. Also, you may just have some invalid data in some of your abilities which are causing the map to crash (you can do this by editing raw values). The reason your map might be crashing is that abilities are not loaded until a unit assigned with them is loaded. I would try testing the abilities in groups to see if the problem is related to some specific abilities.
Yeah, I'll make a quick reference of all of the functions. It also appears that the map is broken again... I'm looking in to it (It was working a few weeks ago). I do know that the custom script functions still work though (I use them in my project). I'll post an updated version of things here in a bit.
0
@theuprising: Go
Because having a popular map is not the end goal of many map-makers - making something you can be proud of is. It is similar to how you (and other trolls in general) don't actually care about the questions you ask. You care about feeding on the tears they create.
0
Just found a major bug when an item's max charges are equal to its starting charges - this is why some items weren't stacking right / charges not being used. The problem has been fixed. If you are using an older version of the library, it is highly recommended that you upgrade to version 1.15 as soon as possible.
0
@Jercy: Go
Short answer: It depends on how much script you are going to end up writing. If you are planning on eventually working on cutting-edge or large scale projects then I believe that learning BOTH GUI and Galaxy scripting is a must. However, if you are only planning on making a few smaller maps, or maps that are moderately simple, then the time investment needed to learn galaxy will easily outweigh the benefits.
In the end, it is far more important to learn how to use the data editor properly - It can save you from writing a ton of script.
0
@ZyphreRZO: Go
Here's a version that works without having to modify the actor of every unit you want to grow directly (I put some visual FX in there also). It uses a custom actor and a custom behavior. I'm assuming you know how to create abilities that apply behaviors, because I was too lazy to go through all the steps to make that happen.
0
@lordnk: Go Looks like a good challenge, I'll look into it.
0
@SuzuQQ: Go Look for the model linked to the unit in the data editor using the object explorer. I believe the field you want is "Selection Radius".
0
@HamsterBoo: Go
I would say it depends entirely on your code. The simplest way to find out (and very important step in any development process) is to do a test.
0
@Bladien:
The whole "Add (Actions) to the action queue" might be messing it up. Optimizing it might also help. I don't really know what the message is supposed to say, but if it changes you can just create a look-up array for it. BTW I did not actually GUI fully or test this trigger, so some of it might be wrong or not work. Hope this helps.
0
@xzavius:
Ability tooltips are defined in the Buttons tab of the data editor. In this case I think the button you want is called "Build Missile Turret".
0
@jerberson12:
I believe what you are looking for is the "Stats - Minimum Scan Range" on the weapon itself (not the unit).
0
@Black7zero:
Specifically, the damage will be in an effect linked to the weapon linked to the unit. Make sure the object explorer button is pressed to make finding links easier. In this case, the effect is called Marine - Gauss Rifle (Damage). HP is editable on the unit itself and is titled Stats - Life Maximum. Oh, and this is all in the data editor.
0
@xrit:
First off, try to add just one abilmorph ability to a unit and see if it crashes. If it does, you probably have your abilimorph set up wrong. If it doesn't, keep adding them until you find the ones that do, and remove them.
If your abilmorph is set up wrong, that probably means they all are. I would try to find a tutorial showing the proper configuration of said ability and remake them all.
0
@ZyphreRZO:
As promised a new version of the library and map have been posted along with a description of the library. Some bugs were fixed and some functions were added.
0
@xrit:
I almost positive the hard limit is that each unit can have up to 32 abilities assigned to it in the data editor. Again, these abilities cannot be changed at run time, but they can be enabled/disabled or have their catalog data altered to give the illusion they are being changed. I don't know what the upper end of how many units/abilities the game can have is, but I would assume it is more than 135 / 81. Also, you may just have some invalid data in some of your abilities which are causing the map to crash (you can do this by editing raw values). The reason your map might be crashing is that abilities are not loaded until a unit assigned with them is loaded. I would try testing the abilities in groups to see if the problem is related to some specific abilities.
0
@vjeux:
Yeah, I'll make a quick reference of all of the functions. It also appears that the map is broken again... I'm looking in to it (It was working a few weeks ago). I do know that the custom script functions still work though (I use them in my project). I'll post an updated version of things here in a bit.