are you using real time or game time for your wait action? are you using the same time type for your pan action duration?
it that case it could be that online game speed is set as fastest while in single it's normal causing the discrepancy
Ok I think I misunderstood what u meant.
You can't automatically loop inside a frame to hook all his childs.
The only automatic read you can do is the parent ancor of a dialog item using "Dialog Item Anchor"
The ui editor is kinda weird yes, if you edit one UI file, test it and then switch to another you won't see the previous changes.
To fix that I usually make sure to first commit the xml changes and save them before testing so I never need to restart the game. If it's not working I just copy paste the content again, forcing the xml parser to parse the code again.
If you just use the test button you may experience this bug often.
P.S.
I always work on external text files and I copy paste everything in the editor when I need to test
this calculation doesnt make a lot of sense.. so it's just basic_damage * (var/2) and considering 2 is a constant you always have its value.
with that said you can just add X stacks of the same behavior that adds Y damage
ex.
set a behavior that adds 10 fixed damage and make it stackable
10 damage = 1 stack
20 damage = 2 stacks
etc
or if you want to add the /2 just give a basic unit damage (10) and then use the behavior to add 5 damage for each stack
One more question, I know simple Item setup (Create the unit, actor, etc). I made weapon items, armor items, etc. But I don't know how to create consumables. I have an entirely trigger based Hunger System, and I've already got the code to restore it:
I just need to create an item which will be consumed on use, and will create an effect which I can recall here.
Consumables are units of type item, check for other ingame consumables you find in campaign like pickable resources.
They just trigger an effect on pickup.
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and what about zerg voice? what filters should we use?
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Here is the changelog:
CHANGES
BUG FIX
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Of course I'm still working on it, I almost completed my UI rework and I made some screenshots
I usually post updated on my dev diary
http://www.udmod.com/showthread.php?2877-Hive-Keeper-Development-Diary
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nope, I was looking for it do to a custom camera zoom but it's not available :(
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Ok I think I misunderstood what u meant.
You can't automatically loop inside a frame to hook all his childs.
The only automatic read you can do is the parent ancor of a dialog item using "Dialog Item Anchor"
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did u try the "parent of dialog item" trigger? (should be something like that)
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and how do you set accepted keys? by trigger or UI editing?
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The ui editor is kinda weird yes, if you edit one UI file, test it and then switch to another you won't see the previous changes.
To fix that I usually make sure to first commit the xml changes and save them before testing so I never need to restart the game. If it's not working I just copy paste the content again, forcing the xml parser to parse the code again.
If you just use the test button you may experience this bug often.
P.S.
I always work on external text files and I copy paste everything in the editor when I need to test
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<3
Can you please add [solved] in the topic title? ;)
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this calculation doesnt make a lot of sense.. so it's just basic_damage * (var/2) and considering 2 is a constant you always have its value.
with that said you can just add X stacks of the same behavior that adds Y damage
ex.
set a behavior that adds 10 fixed damage and make it stackable
10 damage = 1 stack
20 damage = 2 stacks
etc
or if you want to add the /2 just give a basic unit damage (10) and then use the behavior to add 5 damage for each stack
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any time ;)
please put a [solved] at the beginning of the topic title for future forum searches
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I prefer to use "for each" too because using multiple innested "pick" triggers will cause an index error, I just used pick to make it simpler ;)
Consumables are units of type item, check for other ingame consumables you find in campaign like pickable resources.
They just trigger an effect on pickup.
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I think he wanted to check for the container dialog, not the single button
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so if you want to get the dialog that contains the clicked button you can do something like
Event
Action
then you can compare if dialogVar is equal to one of the different dialogs you created previously and that you stored on a variable