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    posted a message on Custom Achievements
    Since Blizzard decided to remove custom achievements, everyone has to make their own. You have to create a dialog, and display the texture for the achievement (which can be found in image files), and then create 2 images of the icon you want at both sides. This would probably best be executed as a function, for example: Trigger Achieve_Award Event - A unit Dies Cond - Marines_Dead[Player number of triggering unit] = 19 Cond - Unit type of dying unit = Marine Action - AchievmentFunc(Player number of owner of triggering unit, Marine_Killer) Function AchievmentFunc ACTION type Parameters: Player player, Type type Create a dialog of type modal.. Set last created dialog to fullscreen Dialog - Create an image for dialog (Last created dialog) with the dimensions (466, 306) anchored to Top with an offset of (0, 100) setting the tooltip to "" using the image Assets\Textures\ui_achievement_metaframe_protoss.dds as a Normal type with tiled set to false tint color White and blend mode Normal Display last created dialog to player That would be the basic outline, you will have to experiment with icons to create a good effect. As for the blending in, I recommend doing a loop which modifies the color.
    Posted in: Triggers
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    posted a message on change unit name with triggers
    Create a new upgrade that changes the name of a unit, then apply it via triggers.
    Posted in: Triggers
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    posted a message on Need help with a first person shooter map
    Do you have the facing correctly set up for the unit? Are you having problems with making the unit shoot towards the center, or just aim in general?
    Posted in: Triggers
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    posted a message on Text Wrapping
    There is and isn't. The best way to NOT break up words, and to keep as close to 60 letters per line would be to count spaces. It should be possible, using clever segments of code (Ie: You would have to check for repetition, mass spaces, no spaces, and then characters, as well). If you want, I could write something up.
    Posted in: Triggers
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    posted a message on Retrieving unit color?
    Well, just do an owner check. Assuming you're not changing owners (Which would be logical, since if you change the owner the color would also change). You would have to do a loop: For each A from 1 to (Max_Players) If - A = Owner of unit X Then - Unit - Rescue (unit) X for player A and Change Color Then - Break Else - That's pretty much all you need. Edit: Wikicreole's wrapper is shit. Safe html from now on.
    Posted in: Triggers
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    posted a message on A word on bank encryption

    Blizzard needs to sign banks with a unique map key that changes each game, then convert it to MD5, then when map is played check it against their server.

    Anything else is a fking waste of time.

    Posted in: General Chat
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    posted a message on The Spawning Cluster - Icons, Abilities and more for your Zerg swarm
    Looking at these icons.. Wooow. Most people edit icons, but you draw them from scratch and they end up looking better then the ones in game! Awesomeness aside, do you think you could make an icon that shows an enraged zergling? (Sorta like a frenzy ability for the zergling). Thanks, and ttyl
    Posted in: Art Assets
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    posted a message on Taking Trigger Questions
    @Rileyb80: An item is a unit, so logically: (Triggering unit) Level (Current) == 1.0 (Level should be an option) Try this. I'm sorry but i cannot test this right now since i'm not on my home computer. If it doesn't work just tell me.
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @slejeivw: It's impossible. Blizzard removed GLP. However, you can make a dialog button with the same dimensions as a normal button and display it over the game ui.
    Posted in: Triggers
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    posted a message on Why does this error appear?!
    First off, 8192 is way too many. Set the max to something like 500 for each of them. Second, these will not work: Unit - Create Projektilnumber Dummesviech for player (Owner of (Triggering unit)) at (Position of Shooter) facing ((Facing of Shooter) + Starting Dagrees) degrees (No Options) Unit - Set (Last created unit) custom value 0 to (Real(Count)) Unit Group - Add (Last created unit) to ProjektileGroup Enum, Trigger, all do not work within a function. Fix those and see if it works.
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @Rileyb80: ((Default Code Version) Return the object type for object "Object" made by player 1) == 1
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @NoXiOuSMoB: It depends on two instances. The first is if a city is ONE building. There, you would simply execute this code: Unit Group - Pick each unit in (Units in Unit Group within (Playable map area), with at most Any Amount) and do (Actions) Actions Player Group - Pick each player in (All players) and do (Actions) Actions Unit Group - Pick each unit in (Create a list of all player (Picked player)'s units of type "Supply Depot" within range 10.0 of the point (Position of (Picked unit)) up to -1 units) and do (Actions) Actions Player - Modify player (Owner of (Picked unit)) Minerals: Add 5 What this does is it picks every unit of type city, then picks every player, and picks every unit of a type around the city for the picked player. It shouldn't lag. The second instance is one that has a city as a multitude of buildings (I.E: Take a regular city like Manhattan). For this you will need points in the middle of the cities, and the coding would be different (Since you would have to set up a point array). Tell me if this is the case and i'll code it for you. @Jinxxx123: Try adding 500 experience to the hero. If that doesn't work, that means you did something wrong while creating the veterancy. If it does, however, it means that the function does not work. @EphemeralNight: It depends on how far you want to go to make something happen. What i explained can be written in a function, and then it will be selectable in the same way as warcraft 3. Indefinitely means never-ending, not immediately. There is also no "set soundtrack" function that i can see. The text is not contradictory - continuous is a flag that disables custom trigger delay for soundtracks (It can be found in Data > Soundtracks). I cannot tell what the problem with the sounds is without the code, since it may be anything from bad coding to an incorrectly set up sound/soundtrack file. @Maknyuzz: Messing around with catalogs, i'll reply if i find something.
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @Dascion: I can explain it to you, but the code would not be much different from his.
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @Dascion: http://winff.org/html_new/ First convert to.. Haha, seems programmer beat me to the chase. http://forums.sc2mapster.com/resources/trigger-libraries/13090-library-star-movie-play-a-video-inside-map/ Right below the "Notes" section is the part you need.
    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    @Maknyuzz: No need! Just do something to this: Unit acquires item Item == Bio Armor Add unit to Bio_Armored Now for the other trigger. Any unit takes damage If - Damage effect == Fire Triggering unit is in unit group Bio_Armored == True Then - Deal Fire damage to triggering unit from damaging source with bonus (damage amount*2) You get the idea, it would be faster then checking for specific items.
    Posted in: Triggers
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