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    posted a message on [Pathing] Make Workers Collide While Mining

    Ahh.  That's a lot easier, yeah. 

     

    Second question: Do you know of a way to make the workers not count as idle while gathering?  I'm running into that as I build my system.  I was hoping that in the "hasmine" behavior I could just add something so it wouldn't be classed as a worker (and so wouldn't count towards the idle workers button) while it had a mine, but no luck.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    The method with the 300 validators?  I saw that and my eyes crossed :).

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    The terrazine refinery, you mean?  It was a really neat concept :).  For my map I only need the basic gather ability, but the idea of processing two resources into a third one is very cool, and explained my initial confusion as to why you had the harvesters drop buffs on the Depot instead of just giving the resources directly.  I can see it being great for more in-depth Civilization-type maps

     

    The auto-work feature was interesting, but for me frustrating because my units started going off based on logic I didn't understand yet.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Ah.  I think I like your way better regardless; I tried it with abilities and couldn't get the Issue Order to work right (at least, I think that was the error), plus I'd need to basically have a "master" ability switch between each resource.  I think/hope your behavior-based method will be simpler.

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Hoo boy.  No abilities used at all??  Wow :). 

     

    I think this has what I need to make my own harvest abilities.  Thanks!

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    No luck on the Always Check Collision flag.  From what I've seen it's used on missiles to make Reaver scarabs. 

     

    I'll take a look at your demo map.  Hopefully it's a little cleaner (or at least easier to grasp) than the incomplete ability in the War3Data mod! 

     

    Thank you for your help; I appreciate it :).  Will update once I've looked at your map. 

    Posted in: Data
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    posted a message on [Pathing] Make Workers Collide While Mining

    Hey all,

     

    I would like to make a mod where workers DO collide with each other and other units while mining, instead of being able to "mineral walk" like they can in the base game.  I've looked through the SCV's unit properties, its mover, its gather ability, the minerals' resource behavior, and the subsequent mineral carry behavior, and I can't find anything that does this.  Did I just miss it? 

     

    Thanks!

    Posted in: Data
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    posted a message on [Solved][Footprint] Building footprint failing after trigger placement

    All right, after some more hours on the issue I figured it out.  Turns out it was something unrelated - because this building is also a builder unit (using SCV - Build), while it is in the process  of building it seems to think it has no footprint and can shift-queue a building on top of itself.  After I reset the footprint and changed only the bare minimum for it to function, it seems to have realized that doesn't work. 

     

    Thank you for your feedback - it at least got me looking in the right area to look at and revert the footprint!  I really appreciate your help. 

    Posted in: Data
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    posted a message on [Solved][Dialog] Display Black Screen During Dialog

    Awesome :).  I went with the second option, and it seems to be working great once I imported a pure-black image for it. 

     

    Thank you all for your suggestions -- I really appreciate them! 

    Posted in: Triggers
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    posted a message on [Solved][Footprint] Building footprint failing after trigger placement

    Hi everyone,

     

    I have made a map that places a custom command center building using the "Set Starting Units for Player" action.  The command center itself uses a 3x3 contour footprint with slight modifications (it can only be placed near resources). 

     

    However, about half the time the command center footprint doesn't work -- I can build right on top of it!  Does anyone know why this is happening/how to fix it?

     

    Thanks!

    Posted in: Data
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    posted a message on [Solved][Dialog] Display Black Screen During Dialog

    Hi all,

     

    I am making a map where I first present players with a dialogue box where they choose their faction.  If possible, I would really like the rest of the screen to be black for this choice - no UI, no terrain, no units. 

     

    Hiding the UI and terrain is pretty straightforward, but I have not been able to hide the units; I can still see their snapshots no matter what I try. 

     

    Does anyone know of a way to completely hide all units/terrain/UI while players select a dialog item, then show them again afterward? 

     

    Thanks!

    Posted in: Triggers
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    posted a message on Changing supply icons

    I just want to revive this thread to say thank you to ImperialGood for figuring out a way to do this.  I've been trying for days to find something that worked for this.  To rephrase the method he found:

     

    • In the Trigger editor, create a global variable -- let's call it Custom_Supply_Icon
    • Set the initial value for Custom_Supply_Icon to a Custom Script:
      DialogControlHookupStandard(c_triggerControlTypeImage, "UIContainer/FullscreenUpperContainer/ResourcePanel/ResourceFrame/SupplyIcon")
    • Create a trigger that fires at map initialization (or whenever you want to change the icon)
    • Create a "Set Dialog Item Image" action with Custom_Supply_Icon for the dialog item and whatever image you want to use for the value

    That's it!  Again, thanks ImperialGood for sharing this method!

    Posted in: UI Development
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    posted a message on Switching AI race

    I'm not sure, but perhaps you're starting the AI before you switch races?

     

    I.E. the normal initialize trigger looks like this:

     

    Melee - Set melee starting resources for all players

    Melee - Create melee starting units for all players

    Melee - Start the melee AI for all computer players

    Melee - Set default melee options for all players

     

    You'd want (assuming you haven't already) to make sure to change the race BEFORE the "Start melee AI" action.  That's the only thing I can think of.  Hope this helps!

    Posted in: Triggers
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    posted a message on [Cutscenes] Transmission Portraits Not Showing

    Okay, I have a really specific issue that you may or may not be able to help with :).

     

    I'm trying to get cutscenes to work in my level. This shouldn't be hard; I've done it before. But for reasons unknown, once I get to the second cutscene the transmission portraits stop showing, and at the end I get this error message:

     

    Scri: Trigger Error in 'gt_Cinematic2_Func': Could not get 'control' from parameter in 'PortraitSetVisible' (value: 131073)

        Near line 3703 in libNtve_gf_HideAllCinematicPortraits[] in TriggerLibs/NativeLib.galaxy

     

    I have absolutely no clue what is going on here. If I skip the second cutscene, I get the same error on the third one instead. If I skip the first, I get the same error on the third one again. Does anyone know how to fix this?

     

    Essentially all any of the cutscenes do is 1. Pause AI time, start cinematic, maybe create a revealer; 2. Pan between a couple of cameras, issue a couple simple unit orders, and send a few transmissions, with wait periods between; and 3. End cinematic, unpause AI time.

     

    Thanks!

    Posted in: Triggers
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    posted a message on [Solved][Effect/Actor] Blizzard spell only spawning 3/6 waves

    It does.  I think (after much more experimentation) I just figured it out, although I don't know why this fixes it.  I originally set dummy effect for the ice shard actor to expire after 3 seconds.  For whatever reason, this also appears to cancel all FUTURE ice shards from spawning--so since I spawn a wave every 1.0 seconds, it cancels all but the first 3 waves.  It shouldn't; as I understand it each actor shouldn't care when previous dummy effects expired.  But changing the expiration to 7 seconds allowed all the waves to spawn. 

     

    Thank you for your response!  If you're still curious, here's how the effects are set up:

     

    Blizzard Master (Set)   Calls Blizzard Damage Persistent and Blizzard Shard Wave Persistent.

     

    Blizzard Damage Persistent (Persistent)   Calls 6 periods (1.0 seconds each) of Blizzard Damage

    Blizzard Damage (Damage)   Does what it sounds like

     

    Blizzard Shard Wave Persistent (Persistent)   Calls 6 periods (1.0 seconds each) of Blizzard Shard Persistent

    Blizzard Shard Persistent (Persistent)   Calls 12 periods (0.03 seconds each) of Blizzard Shard Dummy in semi-random points within the AOE

    Blizzard Shard Dummy (Persistent)   Doesn't do anything; it just lasts 7 seconds and the Shard actor links to it.

     

    Thanks again!

    Posted in: Data
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