I want to make an Anno or SimCity style map where the player can load the map at a later date and have their structures saved.
Anyone know if there a way to do this with triggers and the bank?
I found one thread on here about how to do this, but I cannot make heads or tails of the thread.
Can anyone explain what the following text means in layman's terms? Or alternately explain how I can do this myself?
After spending 2 hours trying to figure this out and Googling with no avail, I decided to make a guide to ensure no one else had to spend the same amount of time.
The problem is not that these terms did not explain what to do, the problem is that the GALAXY EDITOR's search function does not work properly. If you type in "Behavior" into the search box, it will only bring up one behavior field that you cannot edit regardless of the fact that the term you are modifying is titled: "Behavior: Resource Drop Off +". The best way to find this is to select the unit you want to add the ability to return resources to any unit as a drop off point is to search specifically for the term "Resource", "Drop", or "Off" in the search bar of the table view.
I know this post seems unnecessary, but if it took me two hours to find this after taking college classes on how to search for information on the web... this sort of post is really necessary. I mean, just look at the search terms I used that didn't explain this to me?
Failed Search terms:
I have a map where choices at the start of the map effect how much money you make per building. Problem is, I cannot display on each building how much it's worth.
Ideally, I would want to have players be able to see how much money a building would make on it's DATA > BUTTON. Or at the very least in it's "Unit > UI: Description". Is there any way to reference a trigger Variable (Global or Local)?
If that can't be done, can you use triggers to change any kind of data value? Unit attack, range, etc etc, so I can store the value there and reference it instead?
Yes, the triggers are linking to actual regions placed down in the Terrain editor, and referenced using the "Value" section of the triggers window.
I did not know that the triggers loaded in order. Perhaps that is why my map lags so badly (I have a lot of reorganizing to do...).
In my map 5 resource structures spawn randomly across it within the region I have created. The region is 5 less than the map border. Yet I constantly get units either not spawning or spawning in the bottom left corner of the map when I set them to spawn in the region. Anyone know wtf I'm doing wrong?
Unit - Create 1 Uranium for player 15 at (Random point in UraniumGurantee) facing 270.0 degrees (No Options) General - Repeat (Actions) (Playercount + 0) times Actions Unit - Create 1 Uranium for player 15 at (Random point in ZergSpawnZone) facing 270.0 degrees (No Options) General - Repeat (Actions) (Playercount * 4) times Actions Unit - Create 1 Oil for player 15 at (Random point in ZergSpawnZone) facing 270.0 degrees (No Options) General - Wait 240.0 Game Time seconds
my trigger for adding players to the Playercount is working fine, so I don't know what's going on.
Player Group - Pick each player in (All players) and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Controller of player (Picked player)) == User Then Variable - Modify Playercount: + 1 Else
It seems to happen with anything I make spawn in regions except for the starting structures, I don't know what gives.
Player Group - Pick each player in (All players) and do (Actions) Actions General - If (Conditions) then do (Actions) else do (Actions) If (Controller of player (Picked player)) == User Then Player Group - Add player (Picked player) to Humans Unit - Create 1 Government Select for player (Picked player) at (Random point in GovSelect-Region) facing 270.0 degrees (No Options) Unit Selection - Select (Last created unit) for player (Picked player) UI - Show game UI for (All players) Variable - Set Bankrupt[(Picked player)] = 0 Variable - Set AutoFood[(Picked player)] = 0 Variable - Set Oil[(Picked player)] = 50 Variable - Set Food[(Picked player)] = 100 Player - Modify player (Picked player) Supplies Limit: Set To 999 Else
Now here's a confusing one.
I opened up the data editor > sound to look for a new unit sound. I ended up editing the medic's sound so she has Valerian's cut scene voice clips (don't ask why). Suddenly, I get a spam of these messages for every creepTumor I have:
[3/11/2013 12:03:34 PM] USER: [ 1e9 1] CActorUnit[CreepTumor] Model event could not spawn sound CreepTumor_PlaceFlarp. [3/11/2013 12:03:34 PM] USER: [ 1ea 1] CActorUnit[CreepTumor] Model event could not spawn sound CreepTumor_NewEmerge.
Anyone know what I did?
I have a map where options picked at the start of the game effect the income produced by structures. This makes it so I would have to reference variable values to display how much income each building makes. The problem is the "Data Reference" does not allow for referencing of non mineral/vespian/custom resources (my resources are shown on the side bar in a text output).
Is there any way to output a local variable to text in the Button/Tooltip area?
Variable - Modify WMFood: - (Round((WMFood / 100)))
I'm trying to subtract 1% of a variable on my map (World Market Food) from itself. The string I typed in should logically work, so why doesn't it? I tried rounding it to a whole number, truncating it, copying the interger value of the variable to a different variable (Variable - Modify WMFood 2: * 0 ||||| Variable - Modify WMFood 2: + WMFood ||||| Variable - Modify WMFood: - (Round((WMFood / 100)))), and I'm stumped...
The same argument scripted to return to me in a text message works just fine (). So why doesn't the same math equation work when modifying a variable?
I did try searching the forums with the search strings "Math Variable" "variable percent" "variable from variable" to no avail, so umm... Please help?
For anyone who has this issue, your problem is that there is an "Actor Event" to apply a custom texture and the map somehow stopped reading it. Follow the instructions in the "Actors Tab" section of this post to fix it:
Thank you so very much for replying! I'm anxious to test out your approach but I don't quite understand (I am very new to the galaxy editor).
I understand the "specify your button". But what do you mean by "the repeat queue"? I know it's a lot to ask, but can you spell it out for me? (it'll help other people searching for how to do this)