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    posted a message on Current Wave

    Thanks. No, I didn't think updating the timer window would update waves. I already have a Current Wave variable and my adding 1 to that variable is in my wave end trigger. Thanks so much though. I don't know wtf I did wrong but it worked!! Thanks thanks thanks! This was so frustrating for days!

    Posted in: Triggers
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    posted a message on Current Wave

    No help? I have to have made a mistake or something, I've looked at OneTwoSC's tutorial and followed the wave timer part of it, and it still doesn't work. It's the same as I got in my above posts.

    Posted in: Triggers
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    posted a message on Current Wave

    @Rubybeard: Go

    Forgot to add: My variables are:

    Wave Timer = (New timer) <Timer>

    Wave Timer Window = No Timer Window <Timer Window>

    So just for kicks I thought I would try placing the Destroy (Last Created Timer) or Destroy (Wave Timer Window) in a different trigger. I have an Update Leaderboard trigger, and I thought "Surely when the leaderboard is updated the timer window will be destroyed." Well it didn't work. So the problem is, no matter how I word the it, the Destroy command WILL NOT WORK. What the hell am I doing wrong? OMG this so frustrating, did I mention that? I mean, Set Title does not work, Hide does not work, destroy does not work, no matter if I call it last created timer or by it's variable name, is this a bug in the editor or am I making a stupid mistake somewhere?

    Posted in: Triggers
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    posted a message on Current Wave

    @SouLCarveRR: Go

    Yeah I only have one Trigger to define all my wave spawning. The problem isn't that, it's the wave timer. No matter what I do the current wave variable will not update in the wave timer window. I have trying re-setting the title, killing the timer window and creating a new one, etc, nothing works. I don't get it. Here is what I have in my triggers:

    In Initialization:

            Timer - Start Wave Timer as a One Shot timer that will expire in 30.0 Game Time seconds
            Variable - Set Wave Timer = (Last started timer)
            Timer - Create a timer window for Wave Timer, with the title (Combine (("Wave:" + (Text((Current Wave + 1)))))), using Remaining time (initially Visible)
            Timer - Show Wave Timer Window for (All players)
    

    In the trigger that controls the end of the wave:

                    Timer - Destroy Wave Timer Window
                    Timer - Start Wave Timer as a One Shot timer that will expire in 30.0 Game Time seconds
                    Variable - Set Wave Timer = (Last started timer)
                    Timer - Create a timer window for Wave Timer, with the title (Combine (("Wave:" + (Text((Current Wave + 1)))))), using Remaining time (initially Visible)
                    Timer - Show Wave Timer Window for (All players)
    

    Now I have tried this every which way, kill timer, hide timer, set timer title, etc. Everything works except for the hiding the window (which I initially had) or killing it. There IS a new timer recreated but I can't see anything of it except the top border of it to see if the wave variable is updated. I have also tried last created timer window instead of the name of the timer window, and that STILL does not work.

    Also, I have a Spawn Wave trigger, which I tried putting the hide or kill window there and it doesn't work there either. This is really frustrating me because KILL and SHOW both do not work yet new windows are created. WHAT AM I DOING WRONG lol.

    Posted in: Triggers
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    posted a message on Current Wave

    This is still a problem. Right now I have 51 wave triggers, each using a periodic event of .1 game seconds because I don't know how to force the game to check for the variable current wave otherwise. This causes MAJOR LAG in my map. I've tried figuring it out for myself but nothing seems to work.

    Posted in: Triggers
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    posted a message on Model Size Question

    @DrSuperEvil: Go

    Ok now I don't know what I did wrong, I did what you suggested for a wave spawn and it worked. Then everything crashed and for some reason reverted back to before I made the change. Now I am lost. Here is what I want to do:

    I have a variable Wave Unit Type which is a unit type variable. I also have a variable Current Wave = 0 which is an integer and a trigger for my spawns that when the spawn is over the variable increases by 1.

    I want wave 31 to be a bigger zergling, so I have the following in my trigger:

    Events
            Timer - Every 0.2 seconds of Game Time (have this because I don't know any 
            other way to force the map to check for current wave = 31)
    
    Condition
            Current Wave == 31
    
    Actions
            Unit - Set (Unit attached to Spawnpoint 01) scale to (200.0%,
            200.0%, 200.0%) of its original size
    

    Now it doesn't work for some reason. I also tried last created unit and that too didn't work.

    I know the .2 seconds of game time checking works because I have a similar trigger that says to display current wave since I cannot figure out the wave timer display triggers but that's a different story.

    Is there a trigger that will just let me say "If units in play == big ol' zergling then set scale to etc etc etc?

    Posted in: Data
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    posted a message on Model Size Question

    @DrSuperEvil: Go

    Thanks DrSuperEvil, this worked! Wanna join my project? lol. This is the second thing you have helped me on hehe,

    Posted in: Data
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    posted a message on Model Size Question

    @Exaken: Go

    I love when people do not read ENTIRE posts, only bits, and then respond accordingly.

    I already KNOW how to change the scale. The PROBLEM is when I do so, it changes the scale of my base unit as well as my new unit.

    I already CREATED A NEW model for my custom unit, but the PROBLEM I AM HAVING is I cannot seem to find a place to change my new unit to use the NEW MODEL instead of the BASE model so they DON'T BOTH HAVE THE SAME SCALE WHEN I CHANGE IT.

    Posted in: Data
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    posted a message on Model Size Question

    I have 2 units. Zergling, and Big Ol' Zergling. Zergling is just the default unit with it's life stats altered.

    So to make my Big Ol' Zergling, here's what I did:

    Under units, I duplicated zergling and renamed it to Big Ol' Zergling. I followed a tutorial and did what it said, duplicating everything in the check-boxes. I set the art - model, art - model (build), art - model (placement), and art - model (portrait) to zergling since this was my base unit.

    With this, done I was able to place my new unit, which is just a renamed zergling in the map editor.

    The problem is, I want this Big Ol' Zergling to be....well.....Big. If I adjust the model scale in Big Ol' Zergling to a higher scale, that changes the zergling scale to the bigger size as well since they share the same model.

    So I tried going into models and duplicating the zergling model, figuring I could just rename it and then set the Big Ol' Zergling unit to use the Big Ol' Zergling model instead of Zergling. Problem is, I don't find a way to do that.

    Posted in: Data
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    posted a message on Custom Tower Issue - Effect still there

    INFO: I have a tower in my map called Minigun, which is just a missile turret with the damage upped a little and size scaled down a tad.

    GOAL: What I want to do is make a one button upgrade that will be a copy of Minigun called Midsize Gun.

    WHAT I HAVE DONE: I duplicated the Unit Minigun. I duplicated the effect Missile Turret - Longbolt Missile (Damage) and renamed it to Midsize Gun Missile (Damage). I did the same for (Create Persistent). I also duplicated the weapon Missile Turret - Longbolt Missile and renamed it accordingly.

    PROBLEM: When I duplicated the damage effect and renamed it, the original damage effect is still on my Midsize gun. So it essentially looks like this:

    Effects
        Missile Turret - Midsize Gun Missile (Damage)
        Missile Turret - Midsize Gun Missile (Create Persistent)
        Missile Turret - Longbolt Missile (Damage)
    

    So I essentially have the new custom damage effect, and the original. How do I remove the original effect from Effects? I don't want to delete it from the data because I use it for my Minigun, but for my Midsize gun I want to use the new damage effect Midsize Gun Missile (Damage).

    Posted in: Data
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    posted a message on Current Wave

    @TheTAZsc: Go

    Did that, still didn't change the 1 to 2 on wave 2.

    Posted in: Triggers
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    posted a message on Current Wave

    @Rubybeard: Go

    I also have

    Timer - Restart Wave Timer

    Timer - Show Wave Timer Window for (All players)

    At the end of my wave end trigger.

    Posted in: Triggers
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    posted a message on Current Wave

    @TheTAZsc: Go

    Yeah my bad, I have that in my triggers too:

    Timer - Start Wave Timer as a One Shot timer that will expire in 30.0 Game Time seconds

    I have that listed before the set as last started timer.

    Posted in: Triggers
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    posted a message on Current Wave

    Is this right?

    I have this variable:

    Current Wave = 0 <Integer>

    Wave Timer = (New timer) <Timer>

    I have this in Initialization:

    Variable - Set Wave Timer = (Last started timer)

    Timer - Create a timer window for Wave Timer, with the title ("Wave: " + (Text((Current Wave + 1)))), using Remaining time (initially Visible)

    Timer - Show Wave Timer Window for (All players)

    And this at the end of my Spawn Waves trigger

    Variable - Modify Current Wave: + 1

    Shouldn't this work or is this wrong? I want to show current wave all the time, but it always says Wave: 1

    Posted in: Triggers
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    posted a message on Custom tower will not fire in game.

    @DrSuperEvil: Go

    I will definitely do that! Thanks again! You rock!

    EDIT: Copied everything over cause import descriptions weren't specific, and guess what? IT WORKED! Thank you again so much, you are awesome. I will definitely credit you!

    Posted in: Data
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