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Modding Assistance
Modding Assistance
For giving or receiving assistance in making mods.
Moderators: Administrators, Global Moderators , EzDay281, Voyager7456
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Topic Replies Views Starter / Time Last Post

Scandit Attack
 
5 2104 Jan 21 2008, 7:38 am
Saox
Jan 24 2008, 2:50 pm
EzDay281

Upgrades, Special Attacks, and unit types
 for Beginings
22 4160 Jan 17 2008, 1:04 am
RoryFenrir
Jan 24 2008, 11:40 am
Mr_Grey

Modyfing the login screen
 
7 2070 Jan 18 2008, 12:08 pm
EvilSinz
Jan 24 2008, 5:24 am
O)FaRTy1billion[MM]

Console Editing
 
10 2944 Jan 18 2008, 10:10 pm
O)FaRTy1billion[MM]
Jan 21 2008, 2:45 am
O)FaRTy1billion[MM]

I need GRP's
 Help me!
14 2806 Jan 14 2008, 9:35 am
Devourer
Jan 19 2008, 3:03 am
RoryFenrir

regen/wait/cooldown comparisons...
 and other scales...
4 1856 Jan 16 2008, 5:22 am
EzDay281
Jan 17 2008, 8:16 pm
ShadowFlare

Hi Everyone~!
 It's been a long time
8 1926 Dec 31 2007, 1:29 am
NirvanaJung
Jan 17 2008, 6:48 am
bajadulce

Need help with something
 Hotkeys for Starcraft are messed up
5 1621 Nov 21 2007, 5:14 pm
friedleaves
Jan 17 2008, 6:43 am
bajadulce

Tile Edit = major failage
 Deathman called it....
7 1791 Jan 16 2008, 3:38 am
RoryFenrir
Jan 17 2008, 12:44 am
Doodle77

Spider mine selection
 
1 1891 Jan 14 2008, 9:39 pm
who
Jan 14 2008, 11:46 pm
Voyager7456

GRP help
 
3 1912 Jan 10 2008, 3:23 pm
who
Jan 14 2008, 12:08 pm
who

moving and attacking?
 possible?
10 2091 Dec 10 2007, 12:17 am
RoryFenrir
Jan 14 2008, 1:05 am
modmaster50

Spider Mine Gun Turrets
 
6 2245 Jan 3 2008, 2:55 pm
Saox
Jan 10 2008, 3:17 am
A_of-s_t

protoss building like terran
 ASAP HELP
4 3417 Dec 19 2007, 1:35 am
RoryFenrir
Jan 2 2008, 11:26 pm
RoryFenrir

Carrier Interceptors
 Possible: More than 8?
4 2261 Dec 29 2007, 2:35 am
NightKev
Dec 29 2007, 11:43 pm
NightKev

.PAT?
 
9 2204 Dec 20 2007, 4:49 am
Zero Ame
Dec 28 2007, 4:53 am
DT_Battlekruser

Adding Custom Portraits <--tutorial needed
 Aye, that's right!
23 5614 Nov 27 2007, 10:37 am
Saox
Dec 24 2007, 3:31 am
Durandal

Freezing Firebats...
 
3 2435 Dec 16 2007, 12:51 am
EzDay281
Dec 16 2007, 2:20 pm
EzDay281

stargraft problem
 
6 2065 Nov 21 2007, 4:39 am
RoryFenrir
Nov 26 2007, 4:51 am
modmaster50

Making Dropship loaded units attack
 
6 2565 Oct 12 2007, 10:00 am
Ateo
Nov 5 2007, 7:18 am
Twitch

Extra unused triggers?
 from scenario.chk
2 1966 Nov 2 2007, 8:15 am
darkzerox
Nov 2 2007, 10:52 pm
Durandal

Glitches Galore
 Messed up bugs in my mod
15 2309 Oct 31 2007, 12:10 am
modmaster50
Nov 2 2007, 4:27 am
modmaster50

Grafting with newest patch...
 -_-
8 2520 Oct 22 2007, 8:45 pm
who
Oct 29 2007, 10:21 am
ShadowFlare

IceCC not working
 Details inside
1 2135 Oct 27 2007, 2:58 am
SCORPIONOX
Oct 27 2007, 5:29 am
who

help!!!!!!
 need help
5 2550 Oct 23 2007, 5:46 am
deaths half life
Oct 25 2007, 5:59 pm
Twitch

Need help with Iscript
 
10 2826 Oct 14 2007, 10:42 pm
SCORPIONOX
Oct 22 2007, 2:17 pm
Evien

RetroGRP error...
 ugh
6 2694 Oct 8 2007, 1:43 am
RoryFenrir
Oct 12 2007, 3:44 am
ShadowFlare

Firegraft and MPQDraft Not actually changing units
 I'll stop shoutbox spamming...
10 5470 Sep 3 2007, 4:10 pm
evixian
Sep 29 2007, 11:40 pm
Fisty

A Suggestion for Map Modders/Makers about MBS
 
5 2274 Sep 24 2007, 9:56 am
SpoR
Sep 26 2007, 12:16 am
TricksOfDeath

afew unit questions
 
4 2260 Sep 22 2007, 1:40 am
RoryFenrir
Sep 23 2007, 1:33 pm
who

Pages: < 1 20 21 22 23 >

Members in this forum: None.

[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
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