• 0.947368421052632

    posted a message on Loading Screen Creepy Eyes

    That looks like the loading bar from the left 2 die map of blizzard.

    Posted in: General Chat
  • 0.945979899497488

    posted a message on Making Team Deathmatch Map. need help.

    Ok you need a trigger that uses a Unit Dies event. You then have an Integer type global variable that you add the kill to using a Modify Variable (Integer) action. The variable is an array of size 1 with the 0/1 representing the different teams. You then have an If Then Else action that uses a Comparison condition comparing Owner Of Unit>Killing Unit = Player From Player Group>Allies/Enemies Of Player as the functions. Based on this you know which team to give the +1 to the variable. You then have two more If Then Else actions that have a Comparison condition comparing the variable for each team against a constant which is the number of kills for victory and then have End Game For Player actions.

    Posted in: Triggers
  • 0.951508986096982

    posted a message on Questions about dependencies, libraries, long loading times, lag and gamespeed

    You can turn off the triggers. Look at my coop-delimited template map as an example. I turn off unwanted library triggers and then use modified copies that do what I want.

     

    Complex footprints make the pathing map more complex but simple ones should not be an issue.

     

    Try and avoid having too many units on the map alive at once (<1k).

     

     

    Posted in: Triggers
  • 0.950966850828729

    posted a message on How to make several workers construct the same building faster?

    Under the Buildable type ability used by the structure there are the Stats: Maximum Builders, Stats: Power Build Bonus Rate and Stats: Power Build Cost Factor fields.

    Posted in: Data
  • 0.951245177130831

    posted a message on [SOLVED] How to add Splash Damage to Thor?

    What are the Search: Area - Fraction and Search: Search Filters fields set to?

    Posted in: Data
  • 0.951802927525883

    posted a message on How do I add my own music (song) created using the Starcraft 2 editor with a trigger so that only the music imported?

    So you managed to solve your problem?

    Posted in: Triggers
  • 1.30603886732152

    posted a message on Help to make Chain Laser.

    Ok sounds like you need to do something similar to my power line demo map and have a buff applied back to the source unit so that it knows it is not a terminal node while on unit death/leaving the area it temporarily interrupts the system.

    Posted in: Data
  • 0.954292084726867

    posted a message on How can more people work on 1 map?

    Drop Box is also used. As long as developers are have a structured plan of attack and are not working on the same pieces it is very possible.

    Posted in: General Chat
  • 0.954224041682173

    posted a message on (SOLVED) Sticky Bomb help needed

    I would get the Effect - Target ability to use a Set effect on the target that can be used as a frame of reference before applying a buff to the caster which as an initial effect applies the detonation buff to the target using the set effect to find the right unit. The second Effect - Instant ability then just needs to remove the buff on the caster which can be validated by the second buff. Alternatively the buff is applied to the target that then applies a buff to the caster which then uses the set effect to target the removal as a final effect.

     

    You can also use caster history.

    Posted in: Data
  • 0.955414012738854

    posted a message on [Effect] Jump Jets on Siege Tanks, Goliaths etc

    Under the actor events you will probably find some triggered by an Effect event and because your dupe is using different effects they are not being recognised by the actor events.

    Posted in: Data
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