• 0

    posted a message on Trigger Select Response Time
    Quote from FunkyUserName: Go

    i don't know but it would speed up the whole process (which might be the problem). you could try to have only 2 units on the map (maybe 3 for attack order) and test if your bug still occurs.

    ok I did as you said, but the huge delay is still severe (unchanged).

    It's not noticeable in a test document, but on bnet its really bad.

    Posted in: Triggers
  • 0

    posted a message on Trigger Select Response Time

    @FunkyUserName: Go

    I just took the first two keys for example, I actually have quite a few.

    Would using variables fix my problem?

    Posted in: Triggers
  • 0

    posted a message on Trigger Select Response Time
    Quote from FunkyUserName: Go

    can you give some implementation detail of your triggers?

    Event - Key Pressed

    Conditions - Key 1 or Key 2

    Actions:

    If

    Key 1

    Then

    Deselect all units

    Select Unit1 units in entire map-

    Skip remaining actions

    If

    Key 2

    Then

    Deselect all units

    Select Unit2 units in entire map-

    Select Unit3 units in entire map-

    Select Unit4 units in entire map-

    Skip remaining actions

    Thats all. ;(

    Posted in: Triggers
  • 0

    posted a message on Trigger Select Response Time

    I made pseudo control group hotkeys.

    Deselect then Select

    But the response time is giving me a pretty game breaking bug.

    [1] is for a single unit [2] is army select, excluding the unit from [1]

    Works fine slowly but when switching quickly, the command such as move or attack will be carried out by the previous hotkey.

    For example, I have [1] selected then select [2] quickly then do the attack move command, [1] will do the command how would I fix this?

    Any help appreciated, thanks.

    Posted in: Triggers
  • 0

    posted a message on Victory/Defeat Visual
    Quote from willuwontu: Go

    You create your dialog, and instead use the end game, with hide dialogs option instead of show dialogs option.

    I had it popping up before but it popped up with the fancy one on top, I don't want to create a custom one I want to use the one already available Im just not sure how to get that panel only.

    It's the default victory panel like the defeat panel, no flash animation just the title and options.

    Posted in: Triggers
  • 0

    posted a message on Victory/Defeat Visual

    I noticed some maps at the end of the game for victory the panel appears instead of the fancy flash animation, how do I replace the fancy end game animation for the simple victory panel?

    Posted in: Triggers
  • 0

    posted a message on [Solved] Published Players Bug
    Quote from joey101d: Go

    look In the game variants options I believe.

    I have. 8 players listed.

    I changed a bunch of stuff to see if it would be effected, now bnet says 2 players........

    Edit: OK I solved it, I think.

    Bnet is weird af. I probably published about 30 times.

    I'm pretty sure what fixed it was me completely deleting all my game variants and remaking them exactly how they were before.

    Posted in: Data
  • 0

    posted a message on [Solved] Published Players Bug

    Couldn't find a publication subforum so ima post this here for now.

    I published my map, but for some odd reason it says 10 under players instead of 8.

    I only have 8 players set up in player options and game variants. So why is it adding two more players?

    I thought it was adding neutral and hostile then I set them to none and it was still 10 and I see other maps for 8 players which state 8 and not 10.

    Any help appreciated, this is really annoying me.

    Edit: I may have found the source of the problem. Under overview it claims all players are 10 and active players are 8. How would I display active players instead of all players on bnet?

    Posted in: Data
  • 0

    posted a message on "Unit is Clicked" event
    Quote from MaskedImposter: Go

    Is it just me, or does this event not work? As in it doesn't fire when clicking a unit...

    It works, I have used it many times.

    Make sure that your unit is clickable via flags, by default units are not clickable.

    Posted in: Triggers
  • 0

    posted a message on Model Alias?
    Quote from TyaArcade: Go

    Can you say which model this happens with?

    Happens with a couple of buildings from the war3 mod, one of which is the war3_nerubianziggurat.m3

    Posted in: Data
  • 0

    posted a message on Model Alias?
    Quote from TyaArcade: Go

    Be sure that the model's "selection priority" is the same for all buildings that you want to function this way. Standard sc2 uses a priority of "2" for all buildings.

    No the issue isnt different buildings, its the same. Like when you have for example 3 supply depots and you drag select or double click one, all three should be selected. But for the models im talking about, they dont share the same alias, they can only be selected individually.

    Posted in: Data
  • 0

    posted a message on Model Alias?

    I've been pulling my hair out trying to figure out why some of my buildings werent selecting with each other when double clicked or drag selected, I thought it was the Select Alias under Units because normally it would be but I figured out that the problem was actually the model. Whenever I use a different model for the buildings it works but not with those particular models, why is this? Is there a work around?

    All help and feedback appreciated.

    Posted in: Data
  • 0

    posted a message on Show upgrade level in unit UI
    Quote from TyaArcade: Go

    Make a dummy weapon that has a set effect as it's effects. Link nothing to the set effect (making it useless). Give this dummy weapon the same icon as your upgrade for added polish, and put this weapon on each affected unit. Now increase the weapon's level in your upgrade.

    This is how I would do it.

    The set effect isnt necessary though right? I never did that and it looks and works exactly the same or have I been missing something?

    Posted in: Data
  • 0

    posted a message on Move Order Visual
    Quote from Feddro: Go

    Is it possible to make them invisible?

    In my experience as I have done this many times before it looks kinda weird without a waypoint. But to clean it up so it doesnt get in the way you can set the Order Display Minimum field under units to a really high number. I think this gets rid of the lines and the arrow animation on the way point but the actual waypoint splat thing remains and it looks clean. Tyas way is probably better haha.

    Posted in: Data
  • 0

    posted a message on Kill Count Field Reference
    Quote from rijsthoofd: Go

    @Risquetal: Go

    Am i just an idiot or do most of the units have a data field which says "kill display" that shows the amount of kills the unit has made in the commandcard when set to "default" or "always"?

    im not sure if this is what u mean, but u should check it out

    Yeah, thats a data field. I'm trying to reference the value of that very field not use that field as it only sets its visibility conditions.

    Posted in: Data
  • To post a comment, please or register a new account.