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    posted a message on [Solved] Disabled fog

    Yeah it is not in-game view as then it would still show up when testing the map. But did check that anyway :P

    Was in a bit of a hurry when I posted this but have made some more troubleshooting.

    New melee maps show fog fine. New arcade maps with my mod dependency show fog fine.

    Still, all my maps that use the mod from before no longer work (fog).

    Could a bank possibly cause it? not saving any fog data but still, will have to check when I can.

    EDIT:

    This is getting a bit annoying, now all maps except 1 work and i have not realy done anything :/ Well it is progress atleast, albeit unintended :)

    EDIT II:

    Issue solved, the map with the issue was previously using an outdated tileset and has apparently changed it to the current one, so when i changed the settings on the valid tileset it now acts accordingly.

    Stupid editor changing things without giving me a hint :D

    Posted in: Terrain
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    posted a message on [Solved] Disabled fog

    Hello!

    Since yesterday when I was testing a few maps I have run into an issue.

    My maps no longer display fog, neither in game nor in the editor.

    I have tried toggling the "display fog effects" option in the editor, changed the fog settings in the Data > Terrain Types, and tried changing graphic settings both in the editor and in-game.

    I have not changed anything fog related before the issue started.

    Anyone have any clue what it might be? What i have thought about doing is perhaps reinstall the game, but was wondering if anyone have any other solution.

    Thanks in advance.

    Posted in: Terrain
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    posted a message on Dialog based buff bar

    Yeah i guess removing them or "throwing them away" may perhaps be a better solution, but the current state i have it in works for the moment.

    But i will keep this post bookmarked in case i have to change the system.

    I removed below code as it serves no purpose.

    Unit Group - Pick each unit in (Any units in (Unit group(PlayersActiveHeroes[0])) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
    

    Once again, thanks everyone for the assist! :)

    Posted in: Triggers
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    posted a message on Dialog based buff bar

    I got Charysmatic's option to work with a few modifications to suit my requirements but have run into one issue.

    I have a few behaviors that are permanent and hidden, so these behaviors should not be displayed.

    I have gotten them to remain hidden but the problem is that they still take up space in the dialog.

    So when a unit recieves a buff, the location of the icon will be a few rows to the right, and not in the first row.

    To illustrate: [o] [o] [o] [o] [o] [o] [x]

    Two buffs:

    [o] [o] [o] [o] [o] [o] [x] [x]

    So the "o" are hidden dialog items (the permantent hidden behaviors in this case), the player cannot see them. The "x" is the applied buff, player can see it and read the tooltip.

    What i want it to be like is:

    [x] [o] [o] [o] [o] [o] [o]

    And when another buff is applied:

    [x] [x] [o] [o] [o] [o] [o]

    And so on.

    Any tips on how to solve this?

    EDIT:

    Solved the issue, solution below if anyone is interested:

            Unit Group - Pick each unit in (Any units in (Unit group(PlayersActiveHeroes[0])) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    Variable - Set IconLocation = 0
                    General - Pick each integer from 1 to BuffNumbers, and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    (Picked integer) <= (Number of behaviors on PlayersActiveHeroes[0])
                                    ((PlayersActiveHeroes[0] behavior (Picked integer)) is Hidden) == True
                                Then
                                    Dialog - Hide BuffImagesH1[(Picked integer)] for (All players)
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            (Picked integer) <= (Number of behaviors on PlayersActiveHeroes[0])
                                            ((PlayersActiveHeroes[0] behavior (Picked integer)) is Hidden) == False
                                        Then
                                            Variable - Modify IconLocation: + 1
                                            Dialog - Show BuffImagesH1[IconLocation] for (All players)
                                            Dialog - Set BuffImagesH1[IconLocation] image to (Image File((Value of Behaviors (PlayersActiveHeroes[0] behavior (Picked integer)) InfoIcon for player Any Player))) for (All players)
                                            Dialog - Set BuffImagesH1[IconLocation] tooltip to (Game text for (Value of Behaviors (PlayersActiveHeroes[0] behavior (Picked integer)) Tooltip for player Any Player)) for (All players)
                                        Else
                                            Dialog - Hide BuffImagesH1[(Picked integer)] for (All players)
    

    Now buffs are always starting from "position 1" and when one expires the second newest takes its location.

    Posted in: Triggers
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    posted a message on Dialog based buff bar

    Wow, thanks alot for the suggestions and your time! :)

    I have not tried any of them yet, but will do that ASAP.

    My scripting skills are lacking, so I think that would be a rather big bucket over my head to go too advanced.

    The buff bar does not have to be that advanced. The main purpose of it is to indicate to the player what buffs are active, as they are of great importance in combat.

    If you have played the FF13 series then you should have and indication of what I am aiming for - roughly the same in regards to buff display.

    @Charysmatic: You realy went through that thoroughly, many thanks for taking your time. And don't worry, I will create it myself. I agree with not learning if you just CnP.

    Once again, thanks for the assistance and will update if i get it to work. And sorry for any bad grammar!

    Posted in: Triggers
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    posted a message on Dialog based buff bar

    Hello!

    Simple question that may have a more complex answer.

    Does anyone know of a good way to make a dialog based buff bar? Preferably displaying behavior buffs.

    Does not need countdown, but it would require it to re-organize the buffs when 1 expires etc.

    I read somewhere that you can do this with indexes and similar, but my head just starts spinning when i try to figure it out. Think i am getting old :P

    Any assistance would be appreciated, and please make an example trigger/code if you are able as it is easier for me to understand :o

    Posted in: Triggers
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    posted a message on (Solved) Select unit with arrow keys issue

    Actually, found the issue. It was the question i had last that was the issue, as the CurrentSelect and OwnerofSelect was local variables they reset every time the trigger was run, thereby it "restarts" the selection. Changed them to global variables and now it works flawlessly :)

    Posted in: Triggers
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    posted a message on (Solved) Select unit with arrow keys issue

    Hello!

    Back again with another trigger issue. I am trying to make a trigger that selects units on the battlefield with the arrow keys.

    What i am creating is a turn based combat system, and you select the target for attacks/abilities with the arrow keys.

    When a unit is selected i create an actor overhead (arrow pointer) to visualize which target is selected.

    The system works for the most part, however i have one issue with the selection.

    To try to visualize the battlefield:

    E1 E2 E3 E4 E5

    P1 P2 P3

    E is enemy unit, P is player unit.

    If i select P1, then press right arrow key to select P2 that works, but when i press right arrow key again, P3 will not be selected. This issue is the same with both left and right, it manages to jump 1 step left or right, but then it gets stuck.

    The trigger is fairly large, so ill post a part of it here:

            General - If (Conditions) then do multiple (Actions)
                If Then Else
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Key Pressed) == Left
                            (Abs(OwnerofSelected)) == 1
                            (Abs(CurrentSelected)) == 2
                            (Players Battle Units[1] is alive) == True
                        Then
                            Actor - Kill actor model BattleSelectionActor
                            Actor - Attach Selection Arrow to Overhead on Players Battle Units[1]
                            Variable - Set BattleSelectionActor = (Last created actor)
                            Variable - Set CurrentSelected = 1
                            Variable - Set BattleSelectionUnit = Players Battle Units[1]
                            General - Skip remaining actions
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Key Pressed) == Left
                            (Abs(OwnerofSelected)) == 1
                            (Abs(CurrentSelected)) == 2
                            (Players Battle Units[0] is alive) == True
                        Then
                            Actor - Kill actor model BattleSelectionActor
                            Actor - Attach Selection Arrow to Overhead on Players Battle Units[0]
                            Variable - Set BattleSelectionActor = (Last created actor)
                            Variable - Set CurrentSelected = 0
                            Variable - Set BattleSelectionUnit = Players Battle Units[0]
                            General - Skip remaining actions
                    General - Else if (Conditions) then do (Actions)
                        Else If
                            (Key Pressed) == Left
                            (Abs(OwnerofSelected)) == 1
                            (Abs(CurrentSelected)) == 2
                            (Players Battle Units[2] is alive) == True
                        Then
                            Actor - Kill actor model BattleSelectionActor
                            Actor - Attach Selection Arrow to Overhead on Players Battle Units[2]
                            Variable - Set BattleSelectionActor = (Last created actor)
                            Variable - Set CurrentSelected = 2
                            Variable - Set BattleSelectionUnit = Players Battle Units[2]
                            General - Skip remaining actions
    

    This is the part of the trigger controlling pressing left if the current selected unit is 2 (Players Battle Units[2]) The rest of the trigger looks pretty much the same for every other unit, so 7 of these for left pressing, 7 for right, as there can be a total of 7 units on the field at one time.

    The reason i have 3 different Else Ifs is if the unit to the left of the current unit is dead, it should instead select the one left the dead unit. And if all other units are dead, it should stay selected on the current unit.

    So this above part works once, so it will jump from CurrentSelected 2 to Current Selected 1, but then it stops working, so it will not jump from Current Selected 1 to CurrentSelected 0 on the next press of the left arrow key.

    OwnerofSelected is if its currently on friendly or enemy unit, 1 is friendly, 2 is enemy. CurrentSelected is the currently selected unit.

    This is my first attempt at creating something like this. There is probably a much easier/cleaner way to make this work, through library or similar. Please feel free to leave suggestions.

    EDIT: As a side note, does a local variable keep its value from last execution of a trigger or will it be its default value the next time the trigger is run?

    Posted in: Triggers
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    posted a message on (Solved) Pick each integer and array, should it work?

    PlayerStash is the "inventory" of the player.

    HighValueCount is High Value items in the "inventory" and it is an array of 50, so 50 (51) different High Value item types.

    PlayerStash also hold LowValueCount, MediumValueCount and things like Armor, Weapons, Consumables. But, irrelevant in this trigger.

    What the trigger is supposed to do, is check through the players inventory for High Value items (PlayersStash.HighValueCount), and if there excist any, remove that item (sell it) and add the minerals to the players funds.

    If there excist none, add +1 to a local variable (currentInt) The local variable keeps track of what type of item it is, as the items are of different value. lootableSell.HighValueCount is a variable that stores the different "prices" so the local variable number is used as the item type, or the location in lootableSell.HighValueCount. Above variable has the same array size of 50.

    The trigger is run on dialog button press.

    Hope that clarifies a bit atleast :)

    @Kueken As i need the integer number in the array im not sure that will help. As PlayerStash holds the current amount of items the player has.

    So lets say he has:

    10 items of type 33 (PlayerStash.HighValueCount[33] 7 items of type 2 (PlayerStash.HighValueCount[2]

    Then the trigger will loop through all the arrays, add no minerals for all except 2 and 33, as all other Arrays hold the integer 0 (0 items) for 2 it adds the mineral price found in lootableSell times 7 and the same principle for 33.

    Basically, i need to fetch the integers in the array.

    But, please clarify if you think i am mistaken :)

    EDIT:

    I understand now, brain frooze for a bit, so it uses the integer number in the first and the last (0 and 50) and loops through that. My first thought was that it would loop from 0-50, the array numbers :)

    Ofcourse, its easy to understand when you think about it, will have to use some other way around it :)

    EDIT 2:

    Used Kueken's idea, works flawlessly!

    General - Pick each integer from 0 to 70, and do (Actions) Actions General - If (Conditions) then do multiple (Actions) If Then Else General - Else if (Conditions) then do (Actions) Else If (Abs(PlayersStash.WeaponsCount[(Picked integer)])) == 0 Then Variable - Modify CurrentInteger: + 1 General - Else if (Conditions) then do (Actions) Else If (Abs(PlayersStash.WeaponsCount[(Picked integer)])) > 0 Then

    From another trigger with the same function, now working.

    Thanks alot!

    Posted in: Triggers
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    posted a message on (Solved) Pick each integer and array, should it work?

    Hello fellow mapsters!

    I have run into an issue that i am pretty sure i know the reason too, but still want to confirm it with you guys.

    As the title says, pick each integer and arrays, will/should it work? As an example:

     General - Pick each integer from PlayersStash.HighValueCount[0] to PlayersStash.HighValueCount[50], and do (Actions)
    

    Now the questions i want answered is: Will this work? Will this take the array number [0-50] or will it take the integer inside the array?

    What i want it to do is the latter but it does not work from what i gather. And if this is true, is there a different way you can do it, or some form of workaround?

    My full code that does not work:

            General - Pick each integer from PlayersStash.HighValueCount[0] to PlayersStash.HighValueCount[50], and do (Actions)
                Actions
                    General - If (Conditions) then do multiple (Actions)
                        If Then Else
                            General - Else if (Conditions) then do (Actions)
                                Else If
                                    (Abs((Picked integer))) == 0
                                Then
                                    Variable - Modify currentInt: + 1
                            General - Else if (Conditions) then do (Actions)
                                Else If
                                    (Abs((Picked integer))) > 0
                                Then
                                    Player - Modify player 1 Minerals: Add (lootableSell.HighValueSellCost[currentInt] * (Picked integer))
                                    Variable - Modify TotalGain: + (lootableSell.MediumValueSellCost[currentInt] * (Picked integer))
                                    Variable - Set PlayersStash.HighValueCount[currentInt] = 0
                                    Variable - Modify currentInt: + 1
    

    EDIT: Thought i would clarify what i am doing.

    In the map you get monster parts as drops that are stored in arrays depending on a part. What this trigger is supposed to do is sell the parts at a set amount*number of parts. TotalGain is then the total sell amount gathered at the end, and is what is provided to the player.

    Well, this gives 0 credits so i am guessing its a wreck :)

    Assistance would be much appreciated. Sorry for any bad grammar/english.

    Posted in: Triggers
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    posted a message on Need Trigger Answers? Ask here!

    @Deadzergling: Go

    Yeah that is the thing. Those 3 units ([0] [1] [2]) are set when you enter "battle-mode." After that i do not touch the arrays other than calling on it (like in my posted trigger.)

    I have noticed however that this event fires whenever ANY unit has a property change. Setting it as a specific unit does not seem to matter. It fires as if it was default (Any Units Property Changes) Marine's (cords) Life changes - Fires whenever any unit on the map has a property change, so this event seems to not work properly, which is a bummer :)

    On another note, does anyone have a good tip on how to store Integer Array values in a bank? As an example - Kills[9] has the kills of 10 different players, each stored in its own array. (Player 1 in Kills[0] Player 2 in Kill[1] etc.) I know that a loop of some kind probably does the trick. I am just not sure how to do it as I am a bit newbish when it comes to using loops.

    Posted in: Triggers
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    posted a message on Need Trigger Answers? Ask here!

    Hi there!

    I was hoping someone could shed some light on an issue i am experiencing with this trigger:

    Health Updater Player
        Events
            Unit - Players Battle Units[0] Energy changes
            Unit - Players Battle Units[1] Energy changes
            Unit - Players Battle Units[2] Energy changes
            Unit - Players Battle Units[0] Life changes
            Unit - Players Battle Units[1] Life changes
            Unit - Players Battle Units[2] Life changes
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Owner of (Triggering unit)) == 1
                Then
                    Dialog - Set CBS UpdatedItems[0] current value to (Players Battle Units[0] Life (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[1] text to ((Text((Players Battle Units[0] Life (Current))) with Any Precision decimal places) + " HP") for (All players)
                    Dialog - Set CBS UpdatedItems[2] current value to (Players Battle Units[1] Life (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[3] text to ((Text((Players Battle Units[1] Life (Current))) with Any Precision decimal places) + " HP") for (All players)
                    Dialog - Set CBS UpdatedItems[4] current value to (Players Battle Units[0] Energy (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[5] current value to (Players Battle Units[1] Energy (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[6] text to ((Text((Players Battle Units[0] Energy (Current))) with Any Precision decimal places) + " EP") for (All players)
                    Dialog - Set CBS UpdatedItems[7] text to ((Text((Players Battle Units[1] Energy (Current))) with Any Precision decimal places) + " EP") for (All players)
                    Dialog - Set CBS UpdatedItems[8] current value to (Players Battle Units[2] Life (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[10] text to ((Text((Players Battle Units[2] Life (Current))) with Any Precision decimal places) + " HP") for (All players)
                    Dialog - Set CBS UpdatedItems[9] current value to (Players Battle Units[2] Energy (Current)) for (All players)
                    Dialog - Set CBS UpdatedItems[11] text to ((Text((Players Battle Units[2] Energy (Current))) with Any Precision decimal places) + " EP") for (All players)
                Else
    

    The trigger is set to run on a specific units property change "Player Battle Units[]." These units are set before this trigger is ever run, and it works just fine except for 1 situation.

    I have an ability that spawns an Egg. If anyone attacks this egg this trigger will go haywire and run continously, as this egg has a life-regeneration.

    What makes it a headache for me is that i do NOT set this egg ANYWHERE as ANY of the "Player Battle Units[]" arrays. I cannot for the life of me understand why this damned egg is triggering this trigger...

    Any help would be appreciated.

    Posted in: Triggers
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    posted a message on "Event - Unit Dies" issue

    well option 1 and 3 doesnt realy solve the issue, its still the same conditions.

    And if i turn the trigger off at the beginning doesnt that prevent any other actions from firing as its... of? :)

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on "Event - Unit Dies" issue

    Hi!

    So the issue that i am experiencing is that when i use this event, it will sometimes fire 2+ times on a single death. Say i have 2 Venom Spitters to kill, in the end i use the information stored in this trigger and write it out in a dialog item. This should be a total of 10 experience and 40 bounty, yet sometimes this will be the double or 15/60 - meaning its been registered more than once on a unit death.

    So my question is simply - Why is this happening? how can the death of 1 unit fire of this event several times? I just cannot make any sense of it.

    Trigger used below:

    Experience Collector
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 2
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Creeper
                Then
                    Variable - Modify GainedExperience: + 3
                    Variable - Modify GainedBounty: + 10
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Unit type of (Triggering unit)) == Venom Spitter
                Then
                    Variable - Modify GainedExperience: + 5
                    Variable - Modify GainedBounty: + 20
                Else
    
    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Mar Sara "add texture" NOT working

    @UserDeathImminent: Go

    in Data Editor, press the green + - Edit Terrain Data - Terrain Textures

    thats the more direct path :) hope that helps.

    Posted in: Galaxy Editor Bugs and Feedback
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