Hey guys, I have a few data problems with my map and can't find the right fields or solutions.
1) I have an equipment system where a hero unit can equip two different types of guns at once. Item classes are WeaponGround and WeaponAir. My problem is, when I have two weapons equipped, only one of their icons shows up in the UI for weapon damage, speed, ect. It is almost always the WeaponAir item that the icon shows up for. I would like both weapon icons to show up, but I would settle for just the ground weapon showing up, as that is the primary weapon. I have looked through all of the fields having to do with the guns (weapons, units, items, buttons, actors, behaviors, effects) and have asked a bunch of people on IRC, but haven't been able to figure it out. It might have to do with the fact that every gun is an item that can be dropped and picked up and isn't just a "weapon" in the general editor sense. I know it has to be something simple.
2) I have power-ups and teleports that are activated by units running over top of them. They work fine, but they are being popped by the projectile units from guns. I don't want that to happen, haha. Another issue with a powerup; one of my powerups spawns units for you to control, and like projectile units from my weapons, the "pet" units will pop powerups and much more annoyingly will trigger the camera to move to them if they enter a teleport because my teleport trigger snaps the camera to triggering player after a teleport. So I'm really not sure, but I think I need a data field that disables unit interaction with regions or other units.. or something like that, but don't see any.
3) This is one I put off for a while because I don't think it is possible, but... I have a text crawl, and by default, it appears over the minimap. I want to know if it is possible to move a text crawl to another position on the screen. There are no options in the text crawl trigger for placement, and no other actions regarding text crawl. I tried doing it with a dialog box, but couldn't find the option for putting a text crawl in a dialog box. I also tried the dialog options for typing out text, but it didn't have the same effect and took many more triggers.
2) I have power-ups and teleports that are activated by units running over top of them. They work fine, but they are being popped by the projectile units from guns. I don't want that to happen, haha.
The best way to accomplish this is to probably add filters or validators to the weapon/effect that applies the force to it's targets, so that your power-ups are not valid targets.
Another issue with a powerup; one of my powerups spawns units for you to control, and like projectile units from my weapons, the "pet" units will pop powerups and much more annoyingly will trigger the camera to move to them if they enter a teleport because my teleport trigger snaps the camera to triggering player after a teleport. So I'm really not sure, but I think I need a data field that disables unit interaction with regions or other units.. or something like that, but don't see any.
I guess I am not familiar with how you are doing the pickup of power-ups when units move over them, but I feel like this could be accomplished by validators or filters as well.
Thank you for the reply. I messed around with the filters and validators of both the projectile units and the powerups themselves, still no luck. The powerups are units that apply a behavior and are then hidden for a set amount of time when another unit enters 1 distance form them.
Also, still no luck on the weapon icon problem.
Anyone else have any input? Please?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey guys, I have a few data problems with my map and can't find the right fields or solutions.
1) I have an equipment system where a hero unit can equip two different types of guns at once. Item classes are WeaponGround and WeaponAir. My problem is, when I have two weapons equipped, only one of their icons shows up in the UI for weapon damage, speed, ect. It is almost always the WeaponAir item that the icon shows up for. I would like both weapon icons to show up, but I would settle for just the ground weapon showing up, as that is the primary weapon. I have looked through all of the fields having to do with the guns (weapons, units, items, buttons, actors, behaviors, effects) and have asked a bunch of people on IRC, but haven't been able to figure it out. It might have to do with the fact that every gun is an item that can be dropped and picked up and isn't just a "weapon" in the general editor sense. I know it has to be something simple.
2) I have power-ups and teleports that are activated by units running over top of them. They work fine, but they are being popped by the projectile units from guns. I don't want that to happen, haha. Another issue with a powerup; one of my powerups spawns units for you to control, and like projectile units from my weapons, the "pet" units will pop powerups and much more annoyingly will trigger the camera to move to them if they enter a teleport because my teleport trigger snaps the camera to triggering player after a teleport. So I'm really not sure, but I think I need a data field that disables unit interaction with regions or other units.. or something like that, but don't see any.
3) This is one I put off for a while because I don't think it is possible, but... I have a text crawl, and by default, it appears over the minimap. I want to know if it is possible to move a text crawl to another position on the screen. There are no options in the text crawl trigger for placement, and no other actions regarding text crawl. I tried doing it with a dialog box, but couldn't find the option for putting a text crawl in a dialog box. I also tried the dialog options for typing out text, but it didn't have the same effect and took many more triggers.
Any help at all would be greatly appreciated!
The best way to accomplish this is to probably add filters or validators to the weapon/effect that applies the force to it's targets, so that your power-ups are not valid targets.
I guess I am not familiar with how you are doing the pickup of power-ups when units move over them, but I feel like this could be accomplished by validators or filters as well.
Thank you for the reply. I messed around with the filters and validators of both the projectile units and the powerups themselves, still no luck. The powerups are units that apply a behavior and are then hidden for a set amount of time when another unit enters 1 distance form them.
Also, still no luck on the weapon icon problem.
Anyone else have any input? Please?