Hello, I am trying to create a function that removes every unit a player controls when that player leaves the game. I found the "Remove all units" trigger, but it does not remove the units from the game, just from the group (that's my guess anyway). I also tried creating a pick each loop, but it does not allow you to set units controlled by a player as a group to loop through. I would appreciate any help :D
I think the problem is you have the two things running in parallel, so they are creating at the same time without checking to see what the other is doing. There could also be a problem with the function itself not checking if there is already something created at that point. What you could do is create an array of Boolean values and update that to show that something is already in the random position selected, then just do an if statement to check and see if something is there or not. If there is something already there (i.e. the Boolean value is true), then pick another random number.
I agree, It's pretty early in the morning to be wanting a quick reply :). On the topic, I am in class at the moment so I cannot post code, but I can help create the algorithm in pseudo code. I would do a unit group and save all units owned by player 0 (there is a function that does this in the triggers) then just loop through it changing each one to player 9's control.
something like:
I'm sure some people in this forum would not mind at least searching through smaller sections of the dictionary. Maybe u could email sections of it to different people and they can cut out what they think is offensive. But then you would have to rely on their abilities.
I agree that the dictionary should have been checked, especially since the map is based around this dictionary. This is a little off topic, but when you say you linked the database, did you put it into a data structure in the game's variables or actually link it so it checks an online database. I'm trying to soak up what ever programming knowledge I can ^^
I've wrote a few simple games in the editor, but I have a strong logic and programming background. I'll be willing to help with triggers and such but I have a 20 hours a week job and 17 hours of college.
Thanks for the replies guys, I was confused on the mod vs map deal in the editor. I remember what a campaign editor mod was in the other games so I was wondering if it was a way to create a new library or something too
If you want to destroy it, you can set the dialog created to a variable then destroy it after. Then re-save your new dialog to the same variable and display it.
I'm wanting to change the tool tip that appears below the life and shields of a structure when you mouse over the picture on the UI when the structure is selected. It says the structure name, then the shields, then a few things about it, then it displays what it enables. I would like to change the description and change the enables part to say a custom string. Any help would be appreciated.
@Jackolas:
I can get it to update, but what I can't find out is how to display the timer itself, like there is a convert timer to string function, but It only lets me select values not variables.
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Thanks guys I got it working :D
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Hello, I am trying to create a function that removes every unit a player controls when that player leaves the game. I found the "Remove all units" trigger, but it does not remove the units from the game, just from the group (that's my guess anyway). I also tried creating a pick each loop, but it does not allow you to set units controlled by a player as a group to loop through. I would appreciate any help :D
Thanks
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@JakeCake26: Go
I think his would be the best choice too. I wonder if he just has not checked the forum yet.
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You could create a region, then just move that region to where ever you need it. Then spawn the nydus and move the region to the next needed spot.
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@mcmelord: Go
I think the problem is you have the two things running in parallel, so they are creating at the same time without checking to see what the other is doing. There could also be a problem with the function itself not checking if there is already something created at that point. What you could do is create an array of Boolean values and update that to show that something is already in the random position selected, then just do an if statement to check and see if something is there or not. If there is something already there (i.e. the Boolean value is true), then pick another random number.
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I agree, It's pretty early in the morning to be wanting a quick reply :). On the topic, I am in class at the moment so I cannot post code, but I can help create the algorithm in pseudo code. I would do a unit group and save all units owned by player 0 (there is a function that does this in the triggers) then just loop through it changing each one to player 9's control. something like:
unit group = all units owned by player 0
while not at the end of the unit group
{
change unit to player 9's control
go to next unit
}
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@RodrigoAlves: Go
I'm sure some people in this forum would not mind at least searching through smaller sections of the dictionary. Maybe u could email sections of it to different people and they can cut out what they think is offensive. But then you would have to rely on their abilities.
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I agree that the dictionary should have been checked, especially since the map is based around this dictionary. This is a little off topic, but when you say you linked the database, did you put it into a data structure in the game's variables or actually link it so it checks an online database. I'm trying to soak up what ever programming knowledge I can ^^
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I've wrote a few simple games in the editor, but I have a strong logic and programming background. I'll be willing to help with triggers and such but I have a 20 hours a week job and 17 hours of college.
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Thanks for the replies guys, I was confused on the mod vs map deal in the editor. I remember what a campaign editor mod was in the other games so I was wondering if it was a way to create a new library or something too
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Can anyone help clarify what the difference is and what all a mod can do in short? thanks!
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