What is the problem, in case the screen is just showing a black background and nothing on it, that has in most cases to do with the video settings of the game. I had to run Starcraft II in windowed mode in order to actually taking screenshots or video.
If you just take some time out to understand what it says. It works from the classic programming system "When, If, Then" and keeping that in mind, all the triggers are really fairly simple named and quite obvious. As I wrote earlier, if you create a trigger, you can assign a when event to it, that will determin when the trigger will happen, and then you add the actions of what happens. An example would be "I want to create a damage increase when units are standing on the cliffs!" Start by creating a region in the world window, on the actual cliff, in this case I named it Cliff Region 1.
Basicly what it says, when any unit walks into the region area you made.
Action: [Change Unit Damage]
-> Make "Triggering Unit" "Deal" "Mega" damage.
Triggering unit refers to the unit that made this happen, so it will refer to the unit that actually entered the region. This exact trigger is just a brute way of adjusting damage to some fixed amounts, there are more accurate ways of doing it with propperty triggers under the unit menu. In this case mega is just a preset amount (percent) of damage.
Now, you made a trigger that increase their damage when they walk into the region. But with many triggers, if you make something happen, theres a chance you want to make something un-happen, read: ones they walk out of the region again. What you do is create a second trigger and name it, basicly what you want, and make the same statements you made in the first. When any unit "LEAVES" region.... etc. and then you can adjust it back to normal when they leave. As I said, there are more accurate ways of doing it, but if you really are lost in triggers I suggest starting out slow.
If you feel you don't want to spend too much time learning triggers ( a shame imho) - none the less, feel free to send me a message and I will create them for you. It takes litterly, no less than ten minutes to make these damage increase / decrease triggers.
Sorry but I support what 38Dedo said. I defintly saw a map where the brigdes were passable both across the brigde from the cliffs and as well as units could move under it. I have no reference though, but it was from a post on Staredit Network. I bet a little of google searching would give some results.
If you want to do it through triggers, you could run a check and pick all units in the region and unit-modify damage and then add whatever damage you want, or change their propperties. Although, for a neat effect, you'd want to create a buff in the data editor. Obviously, the trigger solution is faster, could even make them grow in size, or add a symbol over their head etc.
A unit can easily have shield, energy and life as three different bars, so as BorgDragon said, using shield as the last one would be perfect, to have them all in same view.
Like most Blizzard products now days, it comes with a repair program. Try running the repair; It is meant for the Starcraft II game - but I would reccon that it also checked the editor files as well. In order to do this you need to be connected to the internet, and run the program from the the same folder as Starcraft II.
By melee UI what are you refering to? The command panel in the botton with map, information and command card? If so there is a commando under "Trigger -> UI -> Hide .. " Then you can pick either to hide game world, the panel I mentioned above, or specific elements of the game. If you hide the hole screen shortcuts will be disabled for command card, easy addable through triggers in worst case.
Try creating a new trigger, then reading through the list to the right. It is fairly obvious named, so there will be a category called "visibility". If you click on that, you will see triggers that deal with visibility, in the list to the right. A trigger works like a statement. There is an event, and this is "when should the trigger start?" Then you can add a condition, as the name, "But only if!" .. Ignore the local variable til you get the hang of it all, then finally the action, When your event happened, what is going to happen then? You can right click on each of them and add a new line to it. It's fairly easy by the naming from blizzards site. In the botton it will explain how the trigger work in text and editable fields.
yeah. i have a marine, ghost, marauder, and tank. Im trying to make a mortar unit but i cant get it to use an actor... (its just a white hemisphere)
I'll give all the units different abilities to counter
This is actually pretty fun. I like messing with the data editor :)
The White Cube of Blizzard Programming Fail.
Seriously, I know it's easy to avoid ones you get into it, but the ability to just right click and press duplicate unit, resulting in a white cube is seriously fail from Blizzards site.
All very decent ideas. There are many ways to tackle the actual end of the game, but I will try to incorporate as many as possible to make it an option. At the moment I am leaning a bit towards having each player control their own town, and then using the trade towns as optimal towns that are not player controlled. The players town will be able to produce varies products and the goal (as my current idea, prune to be changed always of course) would be that the players had to eleminate the other players towns.
I agree, there are really no better way than to click, press and toy with everything and observe it's effect.
Also if you get stuck the community here is more than helpfull.
0
What is the problem, in case the screen is just showing a black background and nothing on it, that has in most cases to do with the video settings of the game. I had to run Starcraft II in windowed mode in order to actually taking screenshots or video.
0
@zelgius123: Go
If you just take some time out to understand what it says. It works from the classic programming system "When, If, Then" and keeping that in mind, all the triggers are really fairly simple named and quite obvious. As I wrote earlier, if you create a trigger, you can assign a when event to it, that will determin when the trigger will happen, and then you add the actions of what happens. An example would be "I want to create a damage increase when units are standing on the cliffs!" Start by creating a region in the world window, on the actual cliff, in this case I named it Cliff Region 1.
Event: [Unit Enter/leaves Region] -> "Any Unit" "Enters" "Cliff Region 1"
Basicly what it says, when any unit walks into the region area you made.
Action: [Change Unit Damage] -> Make "Triggering Unit" "Deal" "Mega" damage.
Triggering unit refers to the unit that made this happen, so it will refer to the unit that actually entered the region. This exact trigger is just a brute way of adjusting damage to some fixed amounts, there are more accurate ways of doing it with propperty triggers under the unit menu. In this case mega is just a preset amount (percent) of damage.
Now, you made a trigger that increase their damage when they walk into the region. But with many triggers, if you make something happen, theres a chance you want to make something un-happen, read: ones they walk out of the region again. What you do is create a second trigger and name it, basicly what you want, and make the same statements you made in the first. When any unit "LEAVES" region.... etc. and then you can adjust it back to normal when they leave. As I said, there are more accurate ways of doing it, but if you really are lost in triggers I suggest starting out slow.
If you feel you don't want to spend too much time learning triggers ( a shame imho) - none the less, feel free to send me a message and I will create them for you. It takes litterly, no less than ten minutes to make these damage increase / decrease triggers.
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@Fuglypump: Go
Posted 136 days later
Fail
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@ZealNaga: Go
Sorry but I support what 38Dedo said. I defintly saw a map where the brigdes were passable both across the brigde from the cliffs and as well as units could move under it. I have no reference though, but it was from a post on Staredit Network. I bet a little of google searching would give some results.
0
@zelgius123: Go
If you want to do it through triggers, you could run a check and pick all units in the region and unit-modify damage and then add whatever damage you want, or change their propperties. Although, for a neat effect, you'd want to create a buff in the data editor. Obviously, the trigger solution is faster, could even make them grow in size, or add a symbol over their head etc.
0
Triggers -> UI:
UI - Hide game UI for (All players)
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@cinicraft: Go
A unit can easily have shield, energy and life as three different bars, so as BorgDragon said, using shield as the last one would be perfect, to have them all in same view.
0
@StatusQ3: Go
Like most Blizzard products now days, it comes with a repair program. Try running the repair; It is meant for the Starcraft II game - but I would reccon that it also checked the editor files as well. In order to do this you need to be connected to the internet, and run the program from the the same folder as Starcraft II.
0
@StatusQ3: Go
By melee UI what are you refering to? The command panel in the botton with map, information and command card? If so there is a commando under "Trigger -> UI -> Hide .. " Then you can pick either to hide game world, the panel I mentioned above, or specific elements of the game. If you hide the hole screen shortcuts will be disabled for command card, easy addable through triggers in worst case.
0
@zelgius123: Go
Try creating a new trigger, then reading through the list to the right. It is fairly obvious named, so there will be a category called "visibility". If you click on that, you will see triggers that deal with visibility, in the list to the right. A trigger works like a statement. There is an event, and this is "when should the trigger start?" Then you can add a condition, as the name, "But only if!" .. Ignore the local variable til you get the hang of it all, then finally the action, When your event happened, what is going to happen then? You can right click on each of them and add a new line to it. It's fairly easy by the naming from blizzards site. In the botton it will explain how the trigger work in text and editable fields.
0
The White Cube of Blizzard Programming Fail.
Seriously, I know it's easy to avoid ones you get into it, but the ability to just right click and press duplicate unit, resulting in a white cube is seriously fail from Blizzards site.
0
@Abion47: Go
All very decent ideas. There are many ways to tackle the actual end of the game, but I will try to incorporate as many as possible to make it an option. At the moment I am leaning a bit towards having each player control their own town, and then using the trade towns as optimal towns that are not player controlled. The players town will be able to produce varies products and the goal (as my current idea, prune to be changed always of course) would be that the players had to eleminate the other players towns.
0
@StatusQ3: Go
No, No Im pretty sure dooms day was yesterday. I havn't been outside to check though.
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@Nersor: Go
I agree, there are really no better way than to click, press and toy with everything and observe it's effect. Also if you get stuck the community here is more than helpfull.
0
@StatusQ3: Go
WasYesterday