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    posted a message on Making a custom level progress bar.

    Alright.

    There is a way to find the experience level of a unit, there is a way to find how much experience a unit has recieved if it kills another unit.

    There is a way to go through the catalogs and find out information about the veterancy behavior of a unit.

    How can I parse the information from the string I get from the veterancy behavior in order to track how much experience a unit needs in order to level up?

    Posted in: Miscellaneous Development
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    posted a message on Is there any way to use c_uiCommandAllowHotkeys....

    To enable Hotkeys after you have hidden the default game ui?

    Whenever I'm coding in galaxy script i always get the bright idea that most of the limitations we modders find ourselves up against aren't really there, we just haven't found the solutions yet. Then I spend a few hours trying to find a solution and I start to feel disheartened again.

    Not being able to use Hotkeys when the UI is hidden and not being able to create our own command cards that actually interact like the default one causes so many issues for people who actually want to make unique maps with unique interfaces. Its frustrating.

    Posted in: Miscellaneous Development
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    posted a message on showing a line between the attacker and target.

    I was playing Sotis the other day for the first time and I noticed that when i targeted something a thin line was drawn between me and my target. I'm wondering how to accomplish this and make it visible for all players.

    Posted in: Miscellaneous Development
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    posted a message on removing blue glow at units feet.

    @rodnik: Go

    any help here? I really have no idea what is causing this.

    Posted in: Miscellaneous Development
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    posted a message on removing blue glow at units feet.

    I have an issue where all units in the editor and in the game have a blue dot at their feet. I've been trying to figure out what is going on here for quite awhile but i have no leads.

    Any help is appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Stuck as player 16 when testing a map.

    @lothar9999: Go

    I didn't fix it unfortunately. I'm not sure whats going on here.

    Posted in: Miscellaneous Development
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    posted a message on Stuck as player 16 when testing a map.

    Yeah I don't have anything refering to triggering player. I am trying to use a unit revive trigger but it says the parameter is out of bounds. The triggers ui text that i display also shows me as player 16

    Posted in: Miscellaneous Development
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    posted a message on Stuck as player 16 when testing a map.

    To my knowledge there is no player 16, but for whatever reason when i test my map the triggers treat me as player 16 and as such most of of them do not work as i am out of the allowed parameters of 0-15.

    Any help fixing this would be appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Removing resource dropoff behavior with a trigger.

    It seems like the behaviors for resources are handled differently from all others. They are not in the data editor for the most part.

    I'm looking for a way to disable the resource dropoff behavior for a unit after a certain number of resources have been collected. Is there a way to do this?

    Posted in: Miscellaneous Development
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    posted a message on returning every player from player group.

    @rodnik: Go

    I think I have it working, thanks for your help!

    Posted in: Miscellaneous Development
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    posted a message on returning every player from player group.
    Quote from progammer: Go

    @rodnik: Go

    You can only compare data with the same type to each other. For eg, player to player, player group to player group. For your question, the easiest way is to compare value of funcion: "Player is in player group" with value "true". For player, it will be owner of triggering unit( unit you want to check). Here are the example:

    Comparison
        Value 1: Player In Player Group
            Player: Owner Of Unit
                Unit: Triggering Unit
            Group: GroupB
        Operator: ==
        Value 2: true
    

    Edit: Seem like you haven't had the player group A or B yet, you just mentioned team A and B. Create a player group variable and add player you want to their group first before using this condition

    I had my groups set up. I did it the way you recommended but for whatever reason it still is not working for me. Logically your method seems perfect, I'm not sure what i was thinking before, just not used to programming much i guess.

    I have the groups A and Groups B as global variables and at map initialization players are placed in the groups like this

            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Player Group - Add player -1 to The Resistance
            Player Group - Add player 0 to The Resistance
            Player Group - Add player 1 to The Resistance
            Player Group - Add player 2 to The Resistance
            Player Group - Add player 3 to The Resistance
            Player Group - Add player 4 to The Resistance
            Player Group - Add player 5 to The Resistance
            Player Group - Add player 6 to The Resistance
            Player Group - Add player 7 to The Overmind Infestation
            Player Group - Add player 8 to The Overmind Infestation
            Player Group - Add player 9 to The Overmind Infestation
            Player Group - Add player 10 to The Overmind Infestation
            Player Group - Add player 11 to The Overmind Infestation
            Player Group - Add player 12 to The Overmind Infestation
            Player - Make all players in The Resistance treat each other as Ally With Shared Vision
            Player - Make all players in The Overmind Infestation treat each other as Ally With Shared Vision
    

    What am i missing here?

    When put into action, units from team A will walk into a region and then mill around that area doing nothing in particular. Am i not building groups correctly?

    Posted in: Miscellaneous Development
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    posted a message on returning every player from player group.

    Hello.

    I'm having an issue with my triggers for some pathing i'm doing. I'm doing a check to see if a unit belongs to a player from player group A or player group B and then having it move to its designated point depending on which team the player belongs to.

    I have players -1 through 6 on team a and players 7 through 13 on team B.

    I have a condition that looks like this

    Comparison Value 1: Triggering Unit Operator: == Value 2: Agent Of Player For Unit Unit: Triggering Unit Player: Player From Player Group Index: 1 Group: A

    But this will only return the value for player 1 in that group, not all members of that group.

    Posted in: Miscellaneous Development
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    posted a message on Changing the centerpoint of a model?

    Hello everyone. I've been working on making a working bridge using terrain objects. However when i use the model for a bridge it is created off center of the terrain object itself. If i could move the center of the bridge model so its center was congruent with the center of the terrain object i could resolve this issue.

    Any help on how to do this would be appreciated

    Posted in: Miscellaneous Development
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    posted a message on [Data,Terrain] Bridges - A Terrain Objects and Footprints Guide

    @kii064: Go

    I'm having this s

    Quote from kii064: Go

    I seem to be getting these huge "void zones" for my bridges. My units can walk in and out of it, but if I deselect my units while they're in it, they are lost forever. click for screenshot (my bridge is on top of that screenshot)

    ^And following that link to the footprint stuff, I was playing around with them having no luck.

    I'm having this same problem. It could be fixed if i could find a way to place the center of the model at the center of the terrain object. Unfortunately the model is displayed off center of the terrain object itself

    Posted in: Tutorials
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