no see if i could do that i wouldn't have a problem :P . making a switch block implies that you have an ability used that you got by triggering off some event that fires whenever any ability is used right? well as we found out earlier in the thread theres a hellofa lot of ghost abilities, and the map will lag a lot, but the switch block is gona be the least of the lag problems. but if you could get a triger to fire anytime an ability form the comand card was used and avoid all the ghost abilities constantly being in use, then i wouldn't have a problem. i already know what ability im looking for when im testing for one, so all i need to say is; if (abilityArr[x] != LastUsedAbility) do stuff } else do other stuff; and thats all i need to know.
@Bezerker18: Go
and bezerker says hes found a way, but if his way is used theres no way to get that LastUsedAbility. whats your idea btw? i might be able to play around and find something.
a tally is kept every time an ability is used, and a comparison is made to an array of ability commands. thats it. not much fires :P . dono if theres any more efficient way to keep a tally of abilities used. making the comparison is easy, and is done by another triger anyway, so all i need here is a way to know when and what ability was used.
hmm i will be trying talon's idea later, and considering soulcarver's point till then. Is there a way to freeze all "default" abilities from being executed? i dono what those are, but like you said, when the map is just idling, the trigger i have now that looks for any ability used is being spammed many times a second. For my map, it would actually be beneficial to make all of the units on the map essentially dead... and if that were possible would that reduce the number of random abilities that are always being executed apparently? Nothing in my map needs to move, and oddly enough the abilities dont even need to actually do anything, they just need to be used.
Lol this map sounds confusing i know, but i wana keep it under the veil till i post it up on here.
ideally id like to detect any ability at the very first stage of casting. Adding an event to detect each one is the very thing im trying to avoid since i have around 300 custom abilities that need detecting... thats a lot of clutter i want to avoid, and galaxy should be able to let me to.
but you are very right. everything is an ability... even standing still apparently, cause the moment my map loads, the trigger looking for any order spamms my chat screen with "ability used!" (a line i added into the trigger for testing) . so that doesnt work.
so is there any way to detect any ability command without hundreds of events?
Im trying to make one trigger with as few events as possible to detect over 300 different abilities. I just need the trigger to go off when one is used, thats IT. It doesn't have to do anything. Im very aware of the unit uses ability event. Its what i am currently using to detect 5 abilities for testing, but to do so i need 5 events. The unit uses ability even lets you select any unit, but there is no "any ability" option. I don't want to have a trigger with 300 events... has to be a better way.
I posted a question in the data section also, as i think the best way to achieve this is for my 300 abilities to each notify a trigger that they were used somehow. But if theres an efficient way to do this with triggers only, please let me know! thanks.
i know this isn't the answer of your main question but extually there is a "any unit uses any abillity" event. For me its the last one in the unit tab.
that would be the event im currently using. its called unit uses ability.... and you can say any unit in the presets under which unit, but you cant say any ability under which ability. you have to choose one, or the event doesn't work. try using it ull see what i mean.
using this event to detect 300 abilities would take 300 events. there has to be a better way...
How can i make a custom ability that communicates with a trigger? I dont care how it does it... It could give a player resources and a trigger could watch for a resource change, but i am looking for the most efficient way. I am trying to detect with a trigger when any ability is used... i have over 300 to detect. I can either make a trigger with 300 events one for each ability (since there isn't an any unit uses any ability event for some unknown reason). detecting which ability was used is the easy part. But detecting WHEN an ability is used is turning into a huge pain in the ass. I was thinking if i could modify my abilities to directly communicate with a trigger, it would solve a lot of my problems.
If thats not possible, a more efficient way of setting off a trigger when any ability is used would also be helpful. Thanks!
I want to learn custom interfaces very well. So im requesting as many tutorial and information links as possible... this is only like my 3rd day making maps, but im a pretty avid programmer. So i have no idea where to start looking for information and help regarding custom interfaces. Please save me some time googling, and dump any links u might have here! thanks, meanwhile ill be playing around with dialogs with the help of this tutorial: http://starcraft.incgamers.com/forums/showthread.php?t=3865
I just realized i could control the location of the image i want ti display somewhat with dialogs. ill play around with those, meanwhile id still like to know if its possible to overlay an image on the ground somehow.
Im currently using a rather large 2d array of images, and its been causing me problems nonstop. though i think thats just me or my images, cause the problem literally goes away without me fixing it... but every other time i add a new immage to the array, the map wount load the first couple attempts, then works fine... maybe its the editor. but ints are small and simple, i dont think ull have a problem.
I am trying to overlay a small 100x100 icon in a certain part of the map. can i overlay an image onto a region or point on the map or something? Using the overlay image trigger only lets me overlay an image in the center of the view port. It would be best if i could overlay one on the actual ground. Though if i was able to overlay one in a specific corner or the view port i would also be satisfied.
i just did my idea with the array of custom ability commands, and randomly setting a local action command variable to an action command at the index of the result of a random integer function. that should work well
damn the maintenance, wanted to post that before i had to go to work :P. but yeah thanks for the ideas man, really helped.
0
@Bezerker18: Go
good ideas, but yeah i have no idea how to get the ability that was sued in either case. but my abilities can be as restricted as you need them to be.
0
@wOlfLisK: Go
no see if i could do that i wouldn't have a problem :P . making a switch block implies that you have an ability used that you got by triggering off some event that fires whenever any ability is used right? well as we found out earlier in the thread theres a hellofa lot of ghost abilities, and the map will lag a lot, but the switch block is gona be the least of the lag problems. but if you could get a triger to fire anytime an ability form the comand card was used and avoid all the ghost abilities constantly being in use, then i wouldn't have a problem. i already know what ability im looking for when im testing for one, so all i need to say is; if (abilityArr[x] != LastUsedAbility) do stuff } else do other stuff; and thats all i need to know.
@Bezerker18: Go and bezerker says hes found a way, but if his way is used theres no way to get that LastUsedAbility. whats your idea btw? i might be able to play around and find something.
0
@Bezerker18: Go
a tally is kept every time an ability is used, and a comparison is made to an array of ability commands. thats it. not much fires :P . dono if theres any more efficient way to keep a tally of abilities used. making the comparison is easy, and is done by another triger anyway, so all i need here is a way to know when and what ability was used.
0
@Bezerker18: Go
hmm i will be trying talon's idea later, and considering soulcarver's point till then. Is there a way to freeze all "default" abilities from being executed? i dono what those are, but like you said, when the map is just idling, the trigger i have now that looks for any ability used is being spammed many times a second. For my map, it would actually be beneficial to make all of the units on the map essentially dead... and if that were possible would that reduce the number of random abilities that are always being executed apparently? Nothing in my map needs to move, and oddly enough the abilities dont even need to actually do anything, they just need to be used.
Lol this map sounds confusing i know, but i wana keep it under the veil till i post it up on here.
0
@SouLCarveRR: Go
ideally id like to detect any ability at the very first stage of casting. Adding an event to detect each one is the very thing im trying to avoid since i have around 300 custom abilities that need detecting... thats a lot of clutter i want to avoid, and galaxy should be able to let me to.
but you are very right. everything is an ability... even standing still apparently, cause the moment my map loads, the trigger looking for any order spamms my chat screen with "ability used!" (a line i added into the trigger for testing) . so that doesnt work.
so is there any way to detect any ability command without hundreds of events?
0
@Baldey: Go
anyone please? this cant be that hard...
0
Im trying to make one trigger with as few events as possible to detect over 300 different abilities. I just need the trigger to go off when one is used, thats IT. It doesn't have to do anything. Im very aware of the unit uses ability event. Its what i am currently using to detect 5 abilities for testing, but to do so i need 5 events. The unit uses ability even lets you select any unit, but there is no "any ability" option. I don't want to have a trigger with 300 events... has to be a better way.
I posted a question in the data section also, as i think the best way to achieve this is for my 300 abilities to each notify a trigger that they were used somehow. But if theres an efficient way to do this with triggers only, please let me know! thanks.
0
that would be the event im currently using. its called unit uses ability.... and you can say any unit in the presets under which unit, but you cant say any ability under which ability. you have to choose one, or the event doesn't work. try using it ull see what i mean.
using this event to detect 300 abilities would take 300 events. there has to be a better way...
0
How can i make a custom ability that communicates with a trigger? I dont care how it does it... It could give a player resources and a trigger could watch for a resource change, but i am looking for the most efficient way. I am trying to detect with a trigger when any ability is used... i have over 300 to detect. I can either make a trigger with 300 events one for each ability (since there isn't an any unit uses any ability event for some unknown reason). detecting which ability was used is the easy part. But detecting WHEN an ability is used is turning into a huge pain in the ass. I was thinking if i could modify my abilities to directly communicate with a trigger, it would solve a lot of my problems.
If thats not possible, a more efficient way of setting off a trigger when any ability is used would also be helpful. Thanks!
0
@Zinatic: Go
ty that will be helpful
0
I want to learn custom interfaces very well. So im requesting as many tutorial and information links as possible... this is only like my 3rd day making maps, but im a pretty avid programmer. So i have no idea where to start looking for information and help regarding custom interfaces. Please save me some time googling, and dump any links u might have here! thanks, meanwhile ill be playing around with dialogs with the help of this tutorial: http://starcraft.incgamers.com/forums/showthread.php?t=3865
0
I just realized i could control the location of the image i want ti display somewhat with dialogs. ill play around with those, meanwhile id still like to know if its possible to overlay an image on the ground somehow.
0
@zenx1: Go
Im currently using a rather large 2d array of images, and its been causing me problems nonstop. though i think thats just me or my images, cause the problem literally goes away without me fixing it... but every other time i add a new immage to the array, the map wount load the first couple attempts, then works fine... maybe its the editor. but ints are small and simple, i dont think ull have a problem.
0
I am trying to overlay a small 100x100 icon in a certain part of the map. can i overlay an image onto a region or point on the map or something? Using the overlay image trigger only lets me overlay an image in the center of the view port. It would be best if i could overlay one on the actual ground. Though if i was able to overlay one in a specific corner or the view port i would also be satisfied.
Thanks!
0
@SouLCarveRR: Go
i just did my idea with the array of custom ability commands, and randomly setting a local action command variable to an action command at the index of the result of a random integer function. that should work well
damn the maintenance, wanted to post that before i had to go to work :P. but yeah thanks for the ideas man, really helped.