@Dascion:
00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'CreateDialogControl' is not authorized
00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'DialogControlSetPropertyAsString' is not authorized
00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'DialogControlInvokeAsText' is not authorized
My guess is that blizzard does not want us playing flash files in our maps (.."is not authorized").
However, you can convert the .swf file to an .ogv, and play it from there (I can create it and upload the map, if you want).
@Vietman:
Create a condition that checks if the triggering player is NOT in the unit group.
@Dascion:
I recommend you use movers, because in your case, the Wave mover is perfect. Set the wavelength to something very low (to simulate zero gravity bobbing) and set the missile speed to something slow too.
@Dascion:
I mean the flash file type*.
I also need a flash file of the same format.
I remember working with the flash editor a couple years back, and each file had an invoke method name (This would be w/e the author set it to).
That's why i need yours in particular.
@EphemeralNight:
Yes, it is possible :).
Create a beam actor and assign it to a damage actor. Assign the damage actor to a custom weapon and set the weapon damage to Zero.
Create a new unit and check the "burrowed" and "concealed" flags, and disable any pathing. Disable the shadow and do not assign any model to the unit (This will give us an invisible dummy unit).
Now to make the beam via triggers, simply create the unit at X,Y of any point, and create another dummy unit at the second beam point (So the beam goes from dummy to dummy2). Order dummy1 to attack dummy2, and there you have it.
If you need help creating a beam, i cannot give you any tutorial that bests this one: http://forums.sc2mapster.com/resources/tutorials/3939-data-working-with-beams-beginner-difficulty/
@EphemeralNight:
Can a Beam visual be displayed with triggers?
Trying to make one via triggers, i'll post an update when i'm done.
What's the deal with Sountracks? Those triggers are confusing, and the hint text is contradictory.
Which one in particular? Couldn't find a bad one.
Also is there a timelimit on Pause Soundtrack?
Nope, it is "stopped" indefinitely, until you resume it. The problem you mentioned may be caused by one of your triggers, since i created a soundtrack, paused it, and played a sound, everything seemed in order.
@Maknyuzz:
Yes, you would have to manually code it via data editor or the trigger editor. The thing i was asking, however, was why do you need the flags changed?
Ah, my bad.
I do not think that is possible; I've looked in the trigger, actor, upgrade, and behavior editors and haven't found anything.
Although, why do you need it? I'm sure there's a workaround to what you're doing.
@Maknyuzz:
Data editor > Upgrades > New Upgrade, then switch to tab view, and right click on the first field. Click add effect, then from the dropdown menu below te first field pick "unit". From there pick whatever unit you need and edit whatever you want. It's a bit tricky to finalize the upgrade, however.
After that, just apply the upgrade via triggers.
If you have any more questions, feel free to ask :D.
Here's the pic: http://img217.imageshack.us/i/image43x.png/
Well, now that i have at least SOME spare time, i've decided to help the community out and answer some questions. I don't know if making a thread like this is allowed - but if it isn't contact me (assuming you're a mod :P), and i'll delete it.
I also made this thread because every time i click on a question it's answered. Anyhow without further ado, post your questions!
It's a great idea, but it doesn't fit the zergling since the baneling would come out of nowhere. However, i'm going to use that for the baneling (rolls itself into a ball with target point, and gathers speed over time. Explodes if it hits a doodad or unit.) Oh yeah and the scaling thing.
I've made flying zerglings before, pretty much loop the jump /w wings animation. Problem with zerglings is that they're melee, and would require a ranged attack during the flight.
The second idea sure is imaginative, lol. Props to you for finding such a clever use for the dance animation. I'll take a look and see what i can come up with.
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Ok, but say:
X = 5
Variable[x] = Variable[5]
Then 5 minutes into the game, I would change X = 10.
Would it be possible to call Variable[10]?
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Is it possible to increase variable arrays in-game (aka real time)?
Edit: NVM, just thought of VARray[X]. Would increasing X update the max array?
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Do maps without a video count?
Tried like 5 different records (hycam, fraps, etc). All of them have a problem with my video card.
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Critical[14][10][5][50].MaxValue[5][5][5][14]
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@o3210: Go
It's a great idea, but it doesn't fit the zergling since the baneling would come out of nowhere. However, i'm going to use that for the baneling (rolls itself into a ball with target point, and gathers speed over time. Explodes if it hits a doodad or unit.) Oh yeah and the scaling thing.
@Kueken531: Go
I've made flying zerglings before, pretty much loop the jump /w wings animation. Problem with zerglings is that they're melee, and would require a ranged attack during the flight. The second idea sure is imaginative, lol. Props to you for finding such a clever use for the dance animation. I'll take a look and see what i can come up with.
Thanks for the great ideas guys! :D
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Using infected bite. :)