While this news is sad indeed, I keep asking myself a question ... What the hell those guys were thinking ? Reporting is an useful tool I believe, as I remember checking back on warcraft 3 "hentai maps" with adult contents (seriously ...) but "dyke" ? Who the f* find this word offensing ? First, it's a pretty rare word, second, it has various meanings, and third, noone use that word.
As copying beam weapons actors are kinda tricky, I'd recommend you try to use the hero void ray weapon or the dark void ray weapon and modify what you'd like !
Hi !
This still doesn't work for me. Here's my trigger :
CONVERSATION SETUP Conversation Pannel
Dialog - Create a Non-modal dialog of size (750, 400) at (50, 0) relative to Left of screen
Variable - Set DialogConversation = (Last created dialog)
Dialog - Set transparency of DialogConversation to 100.0
Dialog - Hide DialogConversation for (All players) Adjudant Portrait
Portrait - Create a portrait sized (237, 360), at position (75, 0) relative to Left of screen, and show model Portrait - Adjutant (Left Facing) (look from camera Default Portrait Camera and play its Stand animation) (initially Hidden) (Don't Wait until loaded)
Portrait - Turn (Last created portrait) border Off
Portrait - Turn (Last created portrait) background Off
Portrait - Set (Last created portrait) Render Type to PortraitRenderTypeLDR
Variable - Set PortraitAdjudant = (Last created portrait)
I don't get why this doesn't work. I even tried to modify the Render Type once in-game, it just doesn't do anything.
Hi,
Sorry for resurecting this thread, but I have a simple question.
Are banks player-specific ? I mean if I open a bank named PANTS for both player 1 and player 2, it will have differents values stored ? Or do I need to create a bank for each named like "BANK(text(PlayerNumber))" and that sorta thing ?
Thanks for your answer. If the SC2 triggers just works the way W3 did, then there is no wait time between this trigger and the runned trigger so it's fine.
Thing is, integer variables named AchievementNumber and CurrentNumber in the GENERAL trigger instantly are set to match local integer variables called CURRENTAchievementNumber and CURRENTPlayer. Since they are local variables, they are specific to the trigger and are not lost in the process with wait functions - and the global integer variables are never used in this trigger.(you can check it in the attachemed image of my previous post)
Thanks you for your concern though. If you still think my triggers are flawed, please tell me.
So as I thought this was not coming from this long-ass general dialog creation trigger but from the trigger providing the data.
Quote:
Variable - Set CurrentNumber = 1
Variable - Set AchievementNumber = 3
General - If (Conditions) then do (Actions) else do (Actions)
If
AchievementMenuSelectAchievementLocked_Boolean[AchievementNumber][CurrentNumber] == true
Then
General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
(Achievement Notice is on) == true
Trigger - Run Achievement Notice (Check Conditions, Don't Wait until it finishes)
Else
Problem was that those integer variables were lost during the "wait for condition" function. So what here's what I've put :
Quote:
Variable - Set CurrentNumber = 1
Variable - Set AchievementNumber = 3
General - If (Conditions) then do (Actions) else do (Actions)
If
AchievementMenuSelectAchievementLocked_Boolean[AchievementNumber][CurrentNumber] == true
Then
General - Wait for (Conditions), checking every 1.0 Game Time seconds
Conditions
(Achievement Notice is on) == true Variable - Set CurrentNumber = 1
Variable - Set AchievementNumber = 3
Trigger - Run Achievement Notice (Check Conditions, Don't Wait until it finishes)
Else
I've put the correct integers for both before the checking and after. Not a very clean trigger but at least it'll work.
- Okay, he already told me about the dialog. But that's apparently not the issue because in my first five achievements, the triggers can add themselves without a problem and the triggers are run one after another as intended.
- I do know turning off or on a trigger does not act on the way it is run, but it is just a way to check if the trigger is occupied or not. I have prooved that it's not the issue remplacing that with a boolean check.
I hope someone can help, I'm looking into it atm myself.
0
While this news is sad indeed, I keep asking myself a question ... What the hell those guys were thinking ? Reporting is an useful tool I believe, as I remember checking back on warcraft 3 "hentai maps" with adult contents (seriously ...) but "dyke" ? Who the f* find this word offensing ? First, it's a pretty rare word, second, it has various meanings, and third, noone use that word.
0
As copying beam weapons actors are kinda tricky, I'd recommend you try to use the hero void ray weapon or the dark void ray weapon and modify what you'd like !
0
@BumpInTheNight: Go
I tried setting its render mode when my portrait is being shown, and it works fine. Thanks !
0
Hi !
This still doesn't work for me. Here's my trigger :
CONVERSATION SETUP
Conversation Pannel
Dialog - Create a Non-modal dialog of size (750, 400) at (50, 0) relative to Left of screen
Variable - Set DialogConversation = (Last created dialog)
Dialog - Set transparency of DialogConversation to 100.0
Dialog - Hide DialogConversation for (All players)
Adjudant Portrait
Portrait - Create a portrait sized (237, 360), at position (75, 0) relative to Left of screen, and show model Portrait - Adjutant (Left Facing) (look from camera Default Portrait Camera and play its Stand animation) (initially Hidden) (Don't Wait until loaded)
Portrait - Turn (Last created portrait) border Off
Portrait - Turn (Last created portrait) background Off
Portrait - Set (Last created portrait) Render Type to PortraitRenderTypeLDR
Variable - Set PortraitAdjudant = (Last created portrait)
I don't get why this doesn't work. I even tried to modify the Render Type once in-game, it just doesn't do anything.
0
@nevjmac: Go
Add a "text message" line like "TRIGGER LAUNCHED" to see if it is launched more than once.
edit : apparently there's a function detecting if a ground path is detected between two regions. That should fix your issues.
0
@nevjmac: Go
Are you repeating your order over and over ? That might be the problem.
0
Those last pics totally make me think of fallout towns !
A really good job !
0
Infested Rick ftw
0
Hi,
Sorry for resurecting this thread, but I have a simple question.
Are banks player-specific ? I mean if I open a bank named PANTS for both player 1 and player 2, it will have differents values stored ? Or do I need to create a bank for each named like "BANK(text(PlayerNumber))" and that sorta thing ?
0
@Zurom: Go
Try Behavior.On
0
I don't like it, but I can't tell you why. It looks just weird to me.
0
And noooooooow it's featured.
Good job ! I'll try and put some feedback when I can.
0
@Kalekin: Go
Thanks for your answer. If the SC2 triggers just works the way W3 did, then there is no wait time between this trigger and the runned trigger so it's fine.
Thing is, integer variables named AchievementNumber and CurrentNumber in the GENERAL trigger instantly are set to match local integer variables called CURRENTAchievementNumber and CURRENTPlayer. Since they are local variables, they are specific to the trigger and are not lost in the process with wait functions - and the global integer variables are never used in this trigger.(you can check it in the attachemed image of my previous post)
Thanks you for your concern though. If you still think my triggers are flawed, please tell me.
0
FINALLY found out.
So as I thought this was not coming from this long-ass general dialog creation trigger but from the trigger providing the data.
Problem was that those integer variables were lost during the "wait for condition" function. So what here's what I've put :
I've put the correct integers for both before the checking and after. Not a very clean trigger but at least it'll work.
Thanks for advising me about my triggers though.
0
- Okay, he already told me about the dialog. But that's apparently not the issue because in my first five achievements, the triggers can add themselves without a problem and the triggers are run one after another as intended.
- I do know turning off or on a trigger does not act on the way it is run, but it is just a way to check if the trigger is occupied or not. I have prooved that it's not the issue remplacing that with a boolean check.
I hope someone can help, I'm looking into it atm myself.