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    posted a message on Multiple Projectiles

    @DrSuperEvil: Go

    I'm concerned about making multiple units attack the same ones with buffs applied, as I'm not sure if it'll result in all units focus-firing anyway.

    Overlapping is okay - I just want it to be on a random basis. I saw the TSRandom function and I tried applying it to no avail. I will have to apply something that Dorkles mentioned that excludes primary target (I don't know exactly where that is, however)

    Posted in: Data
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    posted a message on Multiple Projectiles

    For utility purposes, would it be better to just use a bounce system of some sort instead? (I've tried toying with this as well, and adding launch missiles to the bounce slot, and I notice they just go in a static direction and not for nearby units)

    Posted in: Data
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    posted a message on Mounting Weapons / Stationary Unit Ability

    I'll give that a go, thanks!

    Additionally, is there a way to impose a delay on this?

    i.e. taking 2 seconds to mount before toggling into attack mode

    Posted in: Data
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    posted a message on Mounting Weapons / Stationary Unit Ability

    Hello,

    I am trying to create a "Machine Gunner" sort of unit that needs to be deployed before able to attack.

    What is the best way to make an ability that makes the unit stationary when active, allowing it to attack, and being able to switch back? I've toyed with a few ways, like the morph ability that the Siege Tank uses, but I'm having trouble getting it to work still.

    Posted in: Data
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    posted a message on Multiple Projectiles

    @coffeeclubbr: Go

    Do I actually need to apply a behavior, or can I leave the behavior as None?

    Additionally, is this a post or pre effect behavior?

    Posted in: Data
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    posted a message on Multiple Projectiles

    Hello!

    I've been sifting around the forum/online and haven't been able to find any good resources for a simple weapon I'm trying to make.

    I''m trying to use the ATS laser battery as a multiple-projectile weapon. No matter what I edited in the behaviors (damage + launcher) or weapon, I cannot get it to attack more than 1 unit simultaneously.

    My hope is to create a laser that can target up to three units at a time. I've tried duplicating the weapon multiple times, giving all copies of the weapon to the unit, removing backswing and "attack target only" options, as well as removing linked cooldowns.

    Is there something I haven't done yet?

    Posted in: Data
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    posted a message on Major Dialog Issues

    @temhawk: Go

    I'll try that. I noticed that when I was trying to use these variables in the events, they actually didn't show up on their own. I had to manually type in their variable names and interact with them that way, via custom script.

    Posted in: Triggers
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    posted a message on Major Dialog Issues

    Hey!

    So I've been trying to make a complicated interface with dialogs, and it requires me to show/hide different dialogs. I've searched on the forum and elsewhere for similar issues and can't seem to find a solution.

    A bizarre thing is happening with my "Main Menu" system - a main dialog that has buttons that are meant to open other dialogs, before hiding itself.

    The behavior doesn't follow what I specify in my triggers whatsoever. I suspected it might be a problem with using "Last created dialog/dialog item" for each component, but I put in wait time between their executions and it doesn't seem to matter.

    In some instances, telling a button to hide the dialog it's on actually hides different dialogs, and does absolutely nothing that I told it to. Yes - I double-checked that they're all referring to the right variables I have them stored in.

    To make matters even more confusing, changing the input mode from "Clicked" (for buttons) to "Double clicked" causes it to become functional - however, this is really unwieldy.

    Why the heck is this happening? It's been a total headache!

    Posted in: Triggers
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    posted a message on Dialog Design / Terrain Touchups

    Heyo! I'm working on a large scale map right now that is meant to support diplomacy-style gameplay. It's an "Earth" design, but I really need some help touching it up, and increasing its playable size a bit.

    I additionally need a hand making dialogs prettier. I'm currently using default everything, and the layout of buttons and information are pretty boring.

    Currently, I am working on all the trigger/data editor backend stuff. I just can't make it look really nice.

    I will be working on this project roughly 5-6 hours a day (minimum) until significant progress is completed. This is typically going to be around 2 PM EST, and as late as I'm able to muster. (It's already pretty late, now!)

    You can contact me on Skype if you're interested: likaithewolf

    If anyone would like to lend a hand with either, I'd really appreciate it!

    Posted in: Team Recruitment
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    posted a message on Renaming Individual Units (Revisited)

    So I set the values for A B and C, but it doesn't appear any differently in-game.

    How do you properly concatenate the parts of the expression? I've tried typing just ABC and A+B+C in place of the text I was using originally.

    Additionally, I have another pressing question (I may make another topic if need be): I've ran into a wall with my individual-unit design with behaviors. I don't think there's a way to interact with them on a per-unit basis. I only found ways to edit them through catalog triggers, however I need to figure out a method to make it so:

    - existing units do not get affected by changes - new units receive changes

    I thought maybe creating a convoluted system for individually checking to see if behaviors are being used by units already, and if so using an alternate behavior. On a large scale this would be a huge mess, and would still (presumably) only work for a limited amount of units at a time. Buffs/abilities will be separated by their utility (Health, damage modifiers, effects, etc.), however if I use the same buff for each unit, any modifications will affect all at once.

    Perhaps there's another trick that could be used trigger-wise to achieve this, like stacking lots of little buffs (I'm not sure if this is viable for all situations)

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    Current idea -

    Make a unit-specific behavior for each unit that I specify in the data editor, and run a check to see what behavior the unit has as a condition to running the name - changer.

    I have had a little success with the subtitle name, but it is very small and very low on the UI. Is there any way to increase the size of the text, or modify its positioning?

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    I've assembled a simple test map of what I have so far.

    Currently, I have designed a system that will take TWO input commands from the user.

    ?edit infantry 1 name and ?edit infantry 1 info

    Additionally, there is a button on a dialog that tests changing the icon and unit created for me, through the use of catalog triggers.

    However, my problem currently is how to apply the behavior/dialog concept now, for renaming. The system I just implemented uses Catalog triggers, and therefore renames everything on the map. Player input is saved into global variables.

    How do I make it so these special name dialogs only show when units are SELECTED? Also, how do I figure out/identify which unit needs to have the dialog applied to it? (I have little idea on how to interact with units after they are created through triggers)

    EDIT: Completely derped. Misinterpreted what was said - I was thinking I was drawing dialogs (which I had already mentioned seemed unwieldy) instead of your Unit Info suggestion.

    However, I am still having trouble with figuring out which units need what information applied. I can only figure out how to identify units that pre-exist on the map, but when I try to write "xx unit is created", I cannot actually select a unit in general.

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    Perfect - I don't think it should pose TOO big of a memory problem. If I were to allow a maximum 64 length string for each individual unit, that would be 64 bytes (I presume) of data required. If there were even 2000 active units on the map with this individual data, it would still only amount to well less than 1 MB of memory usage. Hopefully, however, when multiple other individual factors start to get involved (such as custom unit properties), this doesn't start to exponentially grow to the point where there are performance issues.

    I intend to create a special dialog somehow for allowing players to give their units customized names, and apply them on an individual basis. I will not use chat. Thank you for your advice!

    On a side-note, is it possible to give players a form of rich text editing, with a large box for typing in information? I am curious if players could have a nice interface for making custom tooltips to later associate with their renamed unit, with their choice of colors and effects.

    Posted in: Triggers
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    posted a message on Dynamic Command Card + In-Game Unit Generation

    @willuwontu: Go

    Really? That sounds super handy. If I can manipulate the icon of each train ability in the command card, the tooltip I believe can be made dynamic as well through referencing a string that users can manipulate (through a dialog). This would save requiring levels/upgrades (i think) and allow for any further unit manipulation (actor swaps, buffs, debuffs, other stats) to be done through the use of information stored by players, and implemented with triggers alone.

    I hope to allow 3 players to individually control 4 buttons on a production facility command card, that they can customize to their desires. I want to allow them to modify the icon to match the appropriate actor/unit they use, and modify their tooltips. This seems like a really awesome start.

    Is there an actual event that directly changes the icon in the card? Is it made globally available (or is it directed at a single unit, or single player?)

    Posted in: Triggers
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    posted a message on Renaming Individual Units (Revisited)

    Are the variables cleared from memory when a unit is removed with those names stored? Or is there some sort of method to cleaning up memory wasted by those variables later on?

    Posted in: Triggers
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