yeh what you said ^ ^
it was pretty easy to plant in although i had to take a dialog tutorial cause im new to the editor.
I want to change the font of the timers(variables) that get displayed on the minimap... i have like a method that calculates all the timers or what you call labels on the minimap for 2 players 4 players and 6 players.
Hey, thnx man ill prolly try that out in the future, ive been messing around with it a lot...
Anyway if your interested, here was my solution:
another desert strike had used it so i recreated it since he had hismap locked :p
Hey, i kinda alrdy figured it out, i have created a custom dialog above the original minimap and put the timers on the positions where the startpositions of the players are located.
what you mentioned was actually kinda the idea, and i already had the leaderboard with players and spawntimers, only thing was that at times it would display the wrong spawntimer for a player. And the reason for that was that the lobby slots and teams arent the same as the ingame positions and teams..
Im making kinda of a desert strike map but im having a little trouble showing the spawntimers...
Anyway, there are 2 teams, each team can have 3 players:
So there are 2 spawners at every spawntime now .
Everyspawntimer counts down to zero and restarts at 90 if 6 players in game, at 60 if 4 players ingame, at 30 is 2 players ingame.
Now the thing is... a lot of times the lobby gets messed up becus like example: player 1, 4 and 6 will be in the same team, and my spawntimers are totally lost. so... what i saw in some map online called DS 1338 they just put the spawntimers on the starting locations on the Minimap, which is an awesome solution because i think you dont really have to know which player is in which starting location, it just starts counting down at the start location of the players.
Anyway my Question!:
How did they do it?, is it a custom dialog which displays over hte normal minimap?
Anyone got a global idea of how to fix my problem?
can i reference the timers to the start locations instead of the players themselves?
like, if player starts on starting location 1 show timer 1
Wow i wwas just reposting while i read your post, you were right thx, i put the ability stage to execute, now its fine, only triggers 1 time :D
thx for all help, works perfectly now!
I had 1 last question which isnt really relevent to what i was fixing. How can i send such a text message of the refunded minerals to a specific player and not a plyer group? more like the player who triggered the unit
RefundEventsTriggerAddEventUnitAbility((EventUnitTargetUnit()),"SellBarracks",0,c_unitAbilStageExecute,false)LocalVariablesconstant=0.75<fixed>structureCost=0.0<fixed>refund=0.0<fixed>ConditionsActionsUIDisplayMessage((PlayerGroupAll()),c_messageAreaChat,"Building is Being Salvaged!")SetVariable(structureCost,(FixedToInt((IntToFixed((UnitTypeGetCost((UnitGetType((EventUnit()))),c_unitCostMinerals)))))))SetVariable(refund,(ArithmeticReal(constant,*,structureCost)))UIDisplayMessage((PlayerGroupAll()),c_messageAreaChat,(CombineText("Refund = ",(FixedToText(refund,c_fixedPrecisionAny)))))UIDisplayMessage((PlayerGroupAll()),c_messageAreaError,(CombineText("Structure cost:",(FixedToText(structureCost,c_fixedPrecisionAny)))))PlayerModifyPropertyInt((UnitGetOwner((EventUnit()))),c_playerPropMinerals,c_playerPropOperAdd,(FixedToInt(refund)))
i changed all the integers to real and everything works now accept for that once it gets triggered, it hits multiple times so you get like 6 times the refund...
Any can explain?
Hey, i made an ability to sell my barracks call SellBarracks
name: SellBarracks
ID: SellBarracks
Ability typ: Effect - Instant
Based On: Refund
Race: Terran
Field values: set to parent values
After that i went back to my code, tested it with a few message displays, when i press the salvage on my barracks it does trigger. It says the refund is 0 and the cost is 105 which is correct, so there must be something wrong with adding to the refund variable.
As you can see i copied the code downlow.. Any suggestions? (i tried it also with real number instead of 3/4 and it still says refund: 0)
Also the text message displays like 6 times at once when i activate the ability :/
RefundEventsTriggerAddEventUnitAbility((EventUnitTargetUnit()),"SellBarracks",0,c_unitAbilStageAll,false)LocalVariablesstructureCost=0<int>refund=0<int>ConditionsActionsUIDisplayMessage((PlayerGroupAll()),c_messageAreaChat,"Building is Being Salvaged!")SetVariable(structureCost,(FixedToInt((IntToFixed((UnitTypeGetCost((UnitGetType((EventUnit()))),c_unitCostMinerals)))))))SetVariable(refund,(ArithmeticInt(structureCost,*,(FixedToInt(0.75)))))UIDisplayMessage((PlayerGroupAll()),c_messageAreaDirective,(CombineText("Refund = ",(IntToText(refund)))))UIDisplayMessage((PlayerGroupAll()),c_messageAreaError,(CombineText("Structure cost:",(IntToText(structureCost)))))PlayerModifyPropertyInt((UnitGetOwner((EventUnit()))),c_playerPropMinerals,c_playerPropOperAdd,refund)
I work in the GUI and sometimes add pieces of custom code, i think i did something wrong in the ability then, thx i was wondering how the heck i could see the code in the GUI . i used to just copy from Data > viewscript :p ill hit back when i found the problem
Im pretty new to the map editor so i had a question about my trigger not working...
Its suppose to go off whenever a structure uses the specified sell ability for that structure.
Then in actions i get the cost of the triggerd building and the player which hads triggerd it, and take off 25% of the refund so the player gets 75% of spend minerals. And i didnt know how to use decimals so i used 3:4 = 0,75 for the refund.
I havent really created much triggers yet but i thought this would kinda work.
maybe someone can enlighten me?
All help is welcome!
0
@Nerfpl: Go
yeh what you said ^ ^ it was pretty easy to plant in although i had to take a dialog tutorial cause im new to the editor. I want to change the font of the timers(variables) that get displayed on the minimap... i have like a method that calculates all the timers or what you call labels on the minimap for 2 players 4 players and 6 players.
Suggestions would be nice... know im grateful ^_^
0
@Swagblanket: Go
Hey, thnx man ill prolly try that out in the future, ive been messing around with it a lot... Anyway if your interested, here was my solution: another desert strike had used it so i recreated it since he had hismap locked :p
O yeh and! If you know a way to make the spawntime variables showed on the map increase in size, pls tell me! http://imageshack.us/photo/my-images/171/maptimers.jpg/
:D
0
@Swagblanket: Go
Hey, i kinda alrdy figured it out, i have created a custom dialog above the original minimap and put the timers on the positions where the startpositions of the players are located.
what you mentioned was actually kinda the idea, and i already had the leaderboard with players and spawntimers, only thing was that at times it would display the wrong spawntimer for a player. And the reason for that was that the lobby slots and teams arent the same as the ingame positions and teams..
0
Hey,
Im making kinda of a desert strike map but im having a little trouble showing the spawntimers... Anyway, there are 2 teams, each team can have 3 players:
1st spawner: 30 secs 2nd spawner: 60 secs 3rd spawner 90 secs
So there are 2 spawners at every spawntime now . Everyspawntimer counts down to zero and restarts at 90 if 6 players in game, at 60 if 4 players ingame, at 30 is 2 players ingame.
Now the thing is... a lot of times the lobby gets messed up becus like example: player 1, 4 and 6 will be in the same team, and my spawntimers are totally lost. so... what i saw in some map online called DS 1338 they just put the spawntimers on the starting locations on the Minimap, which is an awesome solution because i think you dont really have to know which player is in which starting location, it just starts counting down at the start location of the players.
Anyway my Question!:
How did they do it?, is it a custom dialog which displays over hte normal minimap? Anyone got a global idea of how to fix my problem? can i reference the timers to the start locations instead of the players themselves? like, if player starts on starting location 1 show timer 1
0
@Zolstice: Go
Wow i wwas just reposting while i read your post, you were right thx, i put the ability stage to execute, now its fine, only triggers 1 time :D
thx for all help, works perfectly now!
I had 1 last question which isnt really relevent to what i was fixing. How can i send such a text message of the refunded minerals to a specific player and not a plyer group? more like the player who triggered the unit
0
@Rice87: Go
Hey,
i changed all the integers to real and everything works now accept for that once it gets triggered, it hits multiple times so you get like 6 times the refund... Any can explain?
0
@Rice87: Go
Hey, i made an ability to sell my barracks call SellBarracks
name: SellBarracks
ID: SellBarracks
Ability typ: Effect - Instant
Based On: Refund
Race: Terran
Field values: set to parent values
After that i went back to my code, tested it with a few message displays, when i press the salvage on my barracks it does trigger. It says the refund is 0 and the cost is 105 which is correct, so there must be something wrong with adding to the refund variable. As you can see i copied the code downlow.. Any suggestions? (i tried it also with real number instead of 3/4 and it still says refund: 0) Also the text message displays like 6 times at once when i activate the ability :/
0
@Rice87: Go
Thx for the fast reply!
I work in the GUI and sometimes add pieces of custom code, i think i did something wrong in the ability then, thx i was wondering how the heck i could see the code in the GUI . i used to just copy from Data > viewscript :p ill hit back when i found the problem
0
Hey ppl.
Im pretty new to the map editor so i had a question about my trigger not working... Its suppose to go off whenever a structure uses the specified sell ability for that structure. Then in actions i get the cost of the triggerd building and the player which hads triggerd it, and take off 25% of the refund so the player gets 75% of spend minerals. And i didnt know how to use decimals so i used 3:4 = 0,75 for the refund. I havent really created much triggers yet but i thought this would kinda work.
maybe someone can enlighten me? All help is welcome!
Event
TriggerAddEventUnitAbility(gt_Refund, UnitRefFromUnit(EventUnitTargetUnit()), AbilityCommand("RefundSpecificBuilding", 7), c_unitAbilStageAll, false);
Variable Initialization
lv_structureCost = 0;
lv_refund = 0;
Actions
lv_structureCost = FixedToInt(IntToFixed(UnitTypeGetCost(UnitGetType(EventUnit()), c_unitCostMinerals)));
lv_refund = (lv_structureCost * (3 / 4));
PlayerModifyPropertyInt(UnitGetOwner(EventUnit()), c_playerPropMinerals, c_playerPropOperAdd,lv_refund);
return true;