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    posted a message on Problem with Dialog Button

    @Darkillusion95: Go
    If I do that the others players cant use the buttons...

    @Mille25: Go
    Thanks man, that worked nice, didnt know about the delay....

    Posted in: Triggers
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    posted a message on Problem with Dialog Button

    Hi, I have a dialog in my map which players use to choose if restart a level or not. When a player push a button (yes or not) I disable the button for that player, so he can't vote again, but if you make very fast clicks the player can vote more than one time. The script is simple:

    Event - Any dialog object is used by any player
    Actions - If used object is restart_button[0] then
                          disable restart_button[0] for (player group(activator player))
                          votes += 1
    

    Why is this happening?

    Posted in: Triggers
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    posted a message on Switch for doors

    OK! Thanks!

    Posted in: Terrain
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    posted a message on Switch for doors

    Hello, anyone knows any unit with an animation that I can use like a door switch? Something like a floor tile like the one in Ice Baneling Scape which go down when a units is on it...

    Posted in: Terrain
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    posted a message on Unit Z position

    Still without a solution... :(

    Posted in: Triggers
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    posted a message on Problem to make dance some units

    Unis with dance with this problem: inmortal, coloso, overlord, marine, hidralisc, zerling... U cand check the animation in the scene editor and you will see than the animation name is the same (stand dance), but it dont works with trigger in this units...

    Posted in: Triggers
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    posted a message on Nydus worm problem

    @theworldofdustoerba: Go Add a condition to the event, "If units in region is <1", or maybe <=1, not sure, try both.

    Posted in: Triggers
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    posted a message on Problem to make dance some units

    Hi guys, i don't know why I can't make units like the hydralisc to dance. The model has the animation, and its name it's the same than for roaches for example (stand dance), but when I try to play the animation with triggers nothing happend. I tried using the animation id too, but the same....

    Posted in: Triggers
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    posted a message on Unit Z position

    @BasharTeg: Go

    I have tried it with this actions:

    Unit - Create a unit for player 0 on Inmortal Point using default orientation
    Actor - Send actor mensaje "Set height -2.0000" to main actor from (Last created unit)
    

    and

    Unit - Create a unit for player 0 on Inmortal Point using default orientation
    Actor - Send actor mensaje "SetZ -2.0000" to main actor from (Last created unit)
    

    Still nothing happend.

    Posted in: Triggers
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    posted a message on Keep xel'naga tower activated

    Please?

    Posted in: Triggers
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    posted a message on Unit Z position

    Hi! I'm using the unit animation Flail in my map, but the Inmortal one change the height of the unit and it looks like the Inmortal is flying. If I try to change de unit's height with triggers setting it to a negative value nothing happend.

    How I can adjust the position of the unit/actor/model to the height of the floor?

    Posted in: Triggers
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    posted a message on Preview image not showing in Battle.net

    @Exaken: Go

    Thanks Exaken, that was the solution!

    Posted in: Miscellaneous Development
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    posted a message on Preview image not showing in Battle.net

    @SoulFilcher: Go

    I have copied the Chef of Aiur format. The extension is .tga (in Chef of Aiur is dds but I dont know how to convert to that format). The dimension of the preview image is 408x256.

    Posted in: Miscellaneous Development
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    posted a message on Preview image not showing in Battle.net

    Hi there! I'm developing a map and I have set a preview image on map info, but it's not showing on Aracade in the game, I only see the SC2 Arcade Logo. What's the problem? Maybe becouse the map is not public yet or what?

    Posted in: Miscellaneous Development
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    posted a message on Keep xel'naga tower activated

    Hi guys! I would like to use a xel'naga unit for show to the players than they have captured a checkpoint, so when they run into a region the xel'naga tower is activated for the rest of the game (I dont need the shared vision, there is not fog of war in my map). I was trying to do it giving an unit order to the xel'naga, but there is not hability command for it. Then I tried to use the play animation, but I dont see any animation in the xel'naga actor on data editor.

    If I can do this using the data editor for edit the hability it's ok too, so any idea how I can do it via data or triggers?

    Posted in: Triggers
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