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    posted a message on Timers are Broken?
    Quote from Ahli634: Go

    Use global variables!

    The Timer might be destroyed when the trigger ends resulting in no time to display. Saving the timer and the window references in global variables should prevent that.

    well now the timer counts down, but it still has no style. It's still just plain text

    Quote from Enexy: Go

    @azaraxzealot: Go

    Set the style... :)

    alright so now that's working, but now the box is too small for the text, and changing the height of the timer box just pushes the time farther from the timer name so it's always outside of the box

    Posted in: Triggers
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    posted a message on Timers are Broken?
    Quote from Ahli634: Go

    Use global variables!

    The Timer might be destroyed when the trigger ends resulting in no time to display. Saving the timer and the window references in global variables should prevent that.

    well now the timer counts down, but it still has no style. It's still just plain text

    Posted in: Triggers
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    posted a message on Timers are Broken?

    http://imgur.com/bfn3piX

    in the above image that is a trigger I am using for a timer. When I start the game the timer shows, but only the text and it does not show the time counting down (just stays at 0 00 00). It has no border or background.

    So why is this happening? I've looked all over for how to create timers and I followed the directions, so why doesn't this one work?

    Posted in: Triggers
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    posted a message on Help with a loop?

    all I did was take out the "run this trigger" part and now it works fine. I feel so dumb in not noticing that when that happens in the if statement it doesn't affect the invariant so the loop won't progress until it has hit 5. thanks for telling me

    Posted in: Triggers
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    posted a message on Help with a loop?
    Quote from hobbidude: Go

    You're telling it to run the trigger that it's currently in and is already running. The entire point of using the while loop is to keep the trigger running till it's completes its tasks. A couple other notes; while not incorrect you can "modify" the count variable rather than set it. Also this should be in a thread definition.

    well the reason I have that there is so the objects will not spawn within a particular region that overlaps with the region they're spawning in. I figured it would stop running the trigger right there when if found that the test object had spawned in an invalid location and just keep starting over until it DID spawn in a valid location.

    it works fine when spawning individual objects, but when it's more than 1 and all of them are spawning in random locations then it seems to have a problem.

    Posted in: Triggers
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    posted a message on Help with a loop?

    I have a loop in a trigger that is supposed to create a certain number of objects in random locations. It works fine the first time through (it's supposed to loop every 10 seconds), but the second time it populates the WHOLE map with the units and gives me the error "too many nested triggers" so.... what is happening?

    here is the trigger: http://imgur.com/vIQLq0X

    sorry I don't know how to embed an image, i tried clicking the button for it and inputting the link but it just doesn't work

    Posted in: Triggers
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    posted a message on Hellstorm Missiles Ability for any unit?
    Quote from DrSuperEvil: Go

    http://www.sc2mapster.com/wiki/galaxy/data/weapons/

    OOooooh! Now that's super useful! I tried using that when I was just beginning my sojourn into the editor, but it didn't make sense then. It does now thanks.

    Posted in: Miscellaneous Development
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    posted a message on Hellstorm Missiles Ability for any unit?

    @DrSuperEvil: Go

    A screenshot of what I'm looking for would be appreciated. I can't seem to find it, the editor is a bitch to navigate.

    Posted in: Miscellaneous Development
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    posted a message on Hellstorm Missiles Ability for any unit?
    Quote from DrSuperEvil: Go

    Sorry, I did not have alot of time when I sent the last post. You find the weapon is already on the turrets but is hidden and disabled via flags under the weapon options until the upgrade removes them. Yeah, alot of other campaign upgrades just count the upgrade. Just alter those two flags and you will be fine

    Thank you. EDIT: Actually, do you have a screenshot of what to look for? I'm searching for "flags" in the search box when I click on the unit AND when I go to the weapon but nothing comes up that I can alter "hidden" or "disabled".

    Posted in: Miscellaneous Development
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    posted a message on Hellstorm Missiles Ability for any unit?
    Quote from DrSuperEvil: Go

    just remove the requirements from the ability/make the unit start with the weapon?

    I've tried that, but you see, finding the requirements for the Hellstorm Missiles is much harder than finding requirements for, say, Units, because you can just go to the ability that allows units to make them and remove the requirements from the ability, but when it comes to ABILITY requirements for a Campaign Only upgrade, I don't know where to look.

    Unless you do.

    Posted in: Miscellaneous Development
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    posted a message on Hellstorm Missiles Ability for any unit?

    I want to make this weapon and ability have no requirements so that I can just attach it to any unit I want. For example, I want to have a battlecruiser with the hellstorm missiles.

    How would I accomplish this?

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Make Transports Carry Air Units?
    Quote from KingRadical: Go

    @Khalanil1: Go

    that, and you may want to make sure the transport ability's target filters allow it to target air units. i think its auto-set to target only ground.

    hmm... I've been perusing the Data editor and I can't seem to find the "target filters". I found something that has a bunch of "allowed, required, excluded" flags, but when I worked with that it didn't seem to work. As for the transport size, If I made it lower than 8 than it wouldn't be able to carry ground units, wouldn't it?

    EDIT: I went and changed a Wraith's "cargo size" from 0 to 1, worked perfectly. To anyone else who wants to do this, go to the unit in the Data window, in the search bar (or you can find it manually) change the cargo size from 0 to some other number.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Make Transports Carry Air Units?

    @TheHolyArk: Go

    How do I do it?

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Make Transports Carry Air Units?

    I'm simply wondering if it's possible to make transports such as Overlords, Hercules, etc. carry air units? Wondering so I can make something like a Battlecruiser carry Wraiths/Flying Vikings or Carriers carry Scouts or Void Rays.

    Posted in: Miscellaneous Development
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