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Thread: My to-do list

  1. #1

    Default My to-do list

    So I posted this on another site and got a bit of help there and some help here, well here's my list that I need accomplish. I've been updating this list regularly for things I need and things I finish. Any help would be wonderful.


    • [5/1] - Special units/abilities created
    • [X] - Make a unit spawn for each player every 2 seconds
    • [X] - Ensure the unit does not spawn for non-existant players
    • [X] - Making barracks able to create different units
    • [X] - When barracks creates a unit, the unit is teleported to another region
    • [X] - When barracks creates a unit..
    • - [X] A timer is activated
    • - [X] 10 buildings in 2 areas (5 per area) are given to the player who built it
    • - [X] When the timer ends the buildings are reverted to neutral player
    • - [X] No other player can build this unit and take control of the buildings as the timer is active
    • - [X] When the timer ends the timer window is removed
    • [X] - Every 50 kills (of any enemy unit), the player is granted 1 mineral
    • [ ] - Create a door
    • - [ ] Make the door open once a unit is created
    • - [ ] Make the created units icon disappear and replace with another icon
    • - [ ] Make the door close once the other unit is created
    • [ ] - Change error message for a lack of enough Terrazine gas
    • [X] - Make a duplicated unit be part of another unit group (I.E. double clicking the original wont also select the duplicated unit)
    • [X] - Create a button that...
    • - [X] Deselects units for specific player
    • - [X] Selects unit for specific player
    • [/] - Create a leaderboard for kills
    • [X] - Create some kind of psionic effects on a Zergling model to differentiate it from others
    Last edited by Alzarath; 05-03-2010 at 05:40 AM.

  2. #2

    Default Re: My to-do list

    So here are the parts I'm currently looking for help with:

    Quote Originally Posted by Artanis186 View Post
    • [ ] - Change error message for a lack of enough Terrazine gas
    • Get more special unit ideas
    Currently I got a button that deselects units and selects a unit, but I can't find a way to make the button deselect only for the clicker and select a different building for each player (and only for the person that clicks the button).
    Last edited by Alzarath; 05-03-2010 at 05:54 AM.

  3. #3
    Gradius's Avatar SC:L Addict
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    Default Re: My to-do list

    Ensure the unit does not spawn for non-existant players
    You can check this with the condition player->status of player == unused.

    Every 50 kills (of any unit), the player is granted 1 mineral
    Make a new variable called "kills". Make a new trigger with event "unit dies". Have a condition that says "triggering player == (enemy player)", and increase the variable. Then when the variable gets to over 50, you add a resource and set it back to zero.

    If you don't want to do it that way, you might also find this condition useful: general->player score value (enemy units killed), which just tells you how many enemy units you killed.

    but I can't find a way to make the button deselect only for the clicker
    Try to make use of "triggering player".

    But I haven't messed around with UI stuff yet. Sorry. :$

  4. #4

    Default Re: My to-do list

    Thanks for the help. The unit spawning is now working.

    Quote Originally Posted by Gradius View Post
    Make a new variable called "kills". Make a new trigger with event "unit dies". Have a condition that says "triggering player == (enemy player)", and increase the variable. Then when the variable gets to over 50, you add a resource and set it back to zero.
    I believe I've done what you're saying, but after killing exactly 50 unit, there is no effect. Here's my triggers:






    Quote Originally Posted by Gradius View Post
    Try to make use of "triggering player".

    But I haven't messed around with UI stuff yet. Sorry. :$
    I tried that, not sure if it's working or not, since I don't really have the ability to test it.

  5. #5
    Gradius's Avatar SC:L Addict
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    Default Re: My to-do list

    I see the problem. In the first one, there is no triggering player, but there is a triggering unit. I meant to say check for the player of the triggering unit. Sorry :[

    I think the condition "agent of player for unit" does that.

  6. #6

    Default Re: My to-do list

    Quote Originally Posted by Gradius View Post
    I see the problem. In the first one, there is no triggering player, but there is a triggering unit. I meant to say check for the player of the triggering unit. Sorry :[

    I think the condition "agent of player for unit" does that.
    I found that condition, but honestly... I have no idea how to set it up. :|

  7. #7
    Gradius's Avatar SC:L Addict
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    Default Re: My to-do list

    One other thing that would probably work is when you hit new condition, use the first condition that comes up! Owner of unit. Just go down and set the bottom value equal to the player number of the enemy. Just replace that with the condition you have in the first trigger.

  8. #8

    Default Re: My to-do list

    Still no dice. Maybe changing it from triggering unit to something else?

  9. #9
    Adam_Ant's Avatar Junior Member
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    Default Re: My to-do list

    The following works just fine for me:

    Code:
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 15
        Actions
            Variable - Modify Kills: + 1
    Then this one
    Code:
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 15
        Actions
            Variable - Modify Kills: + 1
    If you didn't want to have a separate trigger for each player you can do the following:
    Code:
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Owner of (Killing unit)) == 1
                            KillsP1 == 50
                        Then
                            Variable - Set KillsP1 = 0
                            Player - Modify player 1 Minerals: Add 1
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Owner of (Killing unit)) == 2
                            KillsP2 == 50
                        Then
                            Variable - Set KillsP2 = 0
                            Player - Modify player 2 Minerals: Add 1

    Then you would need to make the first trigger like it is, but have it change the variable for the corresponding player. I can post what it should look like if you need me to.


    Edit: here it is
    Code:
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - Else if (Conditions) then do (Actions)
                Else If
                    (Owner of (Killing unit)) == 1
                Then
                    Variable - Set KillsP1 = 0
                    Variable - Modify KillsP1: + 1
            General - Else if (Conditions) then do (Actions)
                Else If
                    (Owner of (Killing unit)) == 2
                Then
                    Variable - Set KillsP2 = 0
                    Variable - Modify KillsP2: + 1
    Last edited by Adam_Ant; 04-28-2010 at 06:30 PM. Reason: Added code

  10. #10

    Default Re: My to-do list

    Quote Originally Posted by Adam_Ant View Post
    Edit: here it is
    Code:
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
        Actions
            General - Else if (Conditions) then do (Actions)
                Else If
                    (Owner of (Killing unit)) == 1
                Then
                    Variable - Set KillsP1 = 0
                    Variable - Modify KillsP1: + 1
            General - Else if (Conditions) then do (Actions)
                Else If
                    (Owner of (Killing unit)) == 2
                Then
                    Variable - Set KillsP2 = 0
                    Variable - Modify KillsP2: + 1
    Wouldn't this make kills stay at 1 for each kill?

    And for a unit that has splash damage, if he kills multiple people at once, will each kill still be accounted for?

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