Jump to content
Heads Up! This website is no longer maintained, if your a member from our era, consider joining the discord to say hello.

FuzzyKittens

New Member
  • Content Count

    2
  • Joined

  • Last visited

Community Reputation

0 Neutral

About FuzzyKittens

  • Rank
    $p4m m4$t3r

Previous Fields

  • Battle.net Screen Name
    FuzzyKittens
  • Something Random
    Grrrrr...
  • Mood
    Blank
  • Battle.net Server
    USWest
  1. FuzzyKittens

    What are your computer specs?

    You have a laptop with 500gb hd and a 512mb videocard but only 1.67ghz duo core processor?! Thats rather strange. Me: 2ghz intel core duo 256mb nvidia 7900go! 2gb ddr2 at 667mhz ram 55gb hd at 7200rpm
  2. I made a game yesterday and 2 people joined it, one referred me here and said he was a mod, and im sorry but i forgot his name :S Anyways I was working on a squad support map, and trying to make heroes not count in the "commands 0 units, start the respawn process" trigger. I have 8 heroes, and each of the 3 players can have all 8 out at one time. So I started doing this: Current player commands exactly 1 unit. Current player commands exactly 1 [Hero 1] then: start the respawn process Current player commands exactly 2 units. Current player commands exactly 1 [hero 1] " " [hero 2] then: start respawn process etc etc, and it was going to take me 64 triggers. Well, upon reaching trigger 3, i got the message "cannot create more units with properties, please delete other ones to make new ones" So I have reached another wall in the starcraft editor. Ive got it in my mind now that I cant do what I want to do because of its limitations, so... Any suggestions? Note: theres a limit of 16 conditions, so I cant use "commands 0 zergling, hydralisk, queen, defiler, marine, zealot, archon, probe, scv, etc. then: start respawn process" Although I considered setting a trigger that when player commands 0 zerg units, set switch. if switch is on and commands no terran, set another switch. If switch is on and commands no protoss, then set respawn trigger. But I ran into multiple problems with that idea, and it looks like it "may" work, but it seems like too much work for such a simple trigger.
×