I made a video showing my problem and as I said in the video here are all my triggers that deal with the camera and I just can't find why its messing up.
Player One
Events
Game - Map initialization
Local Variables
Conditions
Actions
Unit Selection - Select Zealot [240.50, 209.50] for player 1
Unit - Order Zealot [240.50, 209.50] to ( Turn targeting ((Position of Zealot [240.50, 209.50]) offset by 1.0 towards Run_Angle degrees)) (Replace Existing Orders)
Variable - Set Run_Angle = (Current camera yaw of player 1)
Unit - Turn Zealot [240.50, 209.50] Highlightable state Off
Unit - Turn Zealot [240.50, 209.50] Highlighted state Off
Unit - Turn Zealot [240.50, 209.50] Selectable state Off
Unit - Turn Zealot [240.50, 209.50] Status Bar state Off
Camera - Follow for player 1 (Unit group(Zealot [240.50, 209.50])) with the camera and Clear Current Target
Camera - Apply Camera 001 for player 1 over 0.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
Camera - Turn camera height displacement Off for player 1
Camera - Set camera mouse Pitch rotation speed to 0.2 for player 1
Camera - Lock camera input for player 1
Camera - Set camera mouse Yaw rotation speed to 0.2 for player 1
Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level
I highly doubt its any of those as I have had them for a while and nothing has went wrong until recently. When I set my camera to a high birds eye view it seems to work fine but I don't know why. I am not near the edge of the map that would cause the camera to mess up.
Just saw this come up but no idea what its referring to
[quote]Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, 961269C7, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 5255404B, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 442106D0, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, B27AECE8, Lib: 0)
Warning: Empty trigger element reference removed from Function Call 'If Then Else'
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, B27AECE8, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 961269C7, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 5255404B, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 442106D0, Lib: 0)
I also checked my other map before I did any edits and when I turn the camera a little tilted it does the same thing but never did a couple days ago.
Someone helped me make a trigger that stops unit on rightmouse clicks...but found out this stops all movement such as picking up items and attacking. Anyone know a way to just stop movement by rightclick but no alter picking up items, attacking, and wasd movement?
Yeah i've seen Helrals map but I don't need anything on that scale and when I opened it I did not really understand what did what. Reason I either need someone that can make them easy and complex or a guide on how to get the random generator in your map. I would rather have a random but I can't really be picky on this.
I am making a labyrinth game and I have come to find out I am horrible at making them. So I need someone who can make them look nice and somewhat hard. The size for them is about 50x50 (could be a little off on that) and I need a lot of them...that is unless a random dungeon maker comes along but I doubt that.
The difference between a maze and labyrinth is simple. A maze as all one square long hallways connecting a labyrinth is the same as all hallways are one square but they tend to lead to rooms that are about 2x2 or 5x5 square big.
At the moment I am working with a basic wall that comes with the editor. It is not the best one but for now it is a place holder until I get a new one or someone is kind enough to post one on this site some time.
I also would like to know how to do this. I tried to look at already in-use code for it and I did not understand anything going on. Though I am looking for a maze one :D
Do you think you could help me make a dungeon generator on my map? I am not going for the same scale of dungeon as you are I really just want smaller (around 55x55) dungeon.
Tried for about 30mins and could not find the action "play animation" ..well I found it but it does not work like it used to. I also tried altering the actor in the changeling and added the attack animation there but I hit a wall and never could get him to actually attack.
Question on the UI part. Would there be a way to place the wasd commands on command card 4...move command card 4 off of the screen and still have it work without disabling the ui?
This is assuming you can have more then one command card on the screen at the same time but with some of the nifty things I have seen with moving the default UI around I dont see why not.
Edit: I assumed the keys were set to wasd or where they on the arrow keys? If so could it be moved to wasd?
I tried to disable rightclick movement by triggers and I feel like I am near getting it but then I just get lost. So far I have a ifthenelse trigger but it does not work. I have
IF = comparison((evenmouseclickedbutton()),==,C_mousebuttonright
Then = Unitsetstate(mycharacter), C_unitstatepaused, True
but again it does not work and give me an error in-game saying im missing an action.
0
I made a video showing my problem and as I said in the video here are all my triggers that deal with the camera and I just can't find why its messing up.
Video of problem
Player One Events Game - Map initialization Local Variables Conditions Actions Unit Selection - Select Zealot [240.50, 209.50] for player 1 Unit - Order Zealot [240.50, 209.50] to ( Turn targeting ((Position of Zealot [240.50, 209.50]) offset by 1.0 towards Run_Angle degrees)) (Replace Existing Orders) Variable - Set Run_Angle = (Current camera yaw of player 1) Unit - Turn Zealot [240.50, 209.50] Highlightable state Off Unit - Turn Zealot [240.50, 209.50] Highlighted state Off Unit - Turn Zealot [240.50, 209.50] Selectable state Off Unit - Turn Zealot [240.50, 209.50] Status Bar state Off Camera - Follow for player 1 (Unit group(Zealot [240.50, 209.50])) with the camera and Clear Current Target Camera - Apply Camera 001 for player 1 over 0.0 seconds with 100% initial velocity, 0% deceleration, and Include Target Camera - Turn camera height displacement Off for player 1 Camera - Set camera mouse Pitch rotation speed to 0.2 for player 1 Camera - Lock camera input for player 1 Camera - Set camera mouse Yaw rotation speed to 0.2 for player 1 Visibility - Change visibility for player 1 to Unexplored within (Entire map) and Do Not check cliff level
I highly doubt its any of those as I have had them for a while and nothing has went wrong until recently. When I set my camera to a high birds eye view it seems to work fine but I don't know why. I am not near the edge of the map that would cause the camera to mess up.
Just saw this come up but no idea what its referring to
[quote]Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, 961269C7, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 5255404B, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Last Created Unit' (Function Call, 442106D0, Lib: 0)
Warning: Orphaned trigger function call removed: Function Call 'Triggering Unit' (Function Call, B27AECE8, Lib: 0)
Warning: Empty trigger element reference removed from Function Call 'If Then Else'
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, B27AECE8, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 961269C7, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 5255404B, Lib: 0)
Warning: Invalid trigger element reference removed from Parameter Value 'Unknown' (Function Call, 442106D0, Lib: 0)
I also checked my other map before I did any edits and when I turn the camera a little tilted it does the same thing but never did a couple days ago.
0
I am needing this as well has anyone found a way to disable it?
0
Someone helped me make a trigger that stops unit on rightmouse clicks...but found out this stops all movement such as picking up items and attacking. Anyone know a way to just stop movement by rightclick but no alter picking up items, attacking, and wasd movement?
0
Yeah i've seen Helrals map but I don't need anything on that scale and when I opened it I did not really understand what did what. Reason I either need someone that can make them easy and complex or a guide on how to get the random generator in your map. I would rather have a random but I can't really be picky on this.
0
I am making a labyrinth game and I have come to find out I am horrible at making them. So I need someone who can make them look nice and somewhat hard. The size for them is about 50x50 (could be a little off on that) and I need a lot of them...that is unless a random dungeon maker comes along but I doubt that.
The difference between a maze and labyrinth is simple. A maze as all one square long hallways connecting a labyrinth is the same as all hallways are one square but they tend to lead to rooms that are about 2x2 or 5x5 square big.
At the moment I am working with a basic wall that comes with the editor. It is not the best one but for now it is a place holder until I get a new one or someone is kind enough to post one on this site some time.
0
I also would like to know how to do this. I tried to look at already in-use code for it and I did not understand anything going on. Though I am looking for a maze one :D
0
Do you think you could help me make a dungeon generator on my map? I am not going for the same scale of dungeon as you are I really just want smaller (around 55x55) dungeon.
0
How did you figure out how to get it in-game? I have imported the files and I can see the icon ones but not the actual item of it anywhere.
0
Just change player 2 to a user in the player properties
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I was reading blizzards FAQ for the map editor and came across this
"Another very avid user, OneTwo, has been posting lots of video tutorials. You can see them on his YouTube channel: http://www.youtube.com/OneTwoSC"
I thought it was cool as I followed his guides for a couple things and they see how much it helps too.
0
Tried for about 30mins and could not find the action "play animation" ..well I found it but it does not work like it used to. I also tried altering the actor in the changeling and added the attack animation there but I hit a wall and never could get him to actually attack.
0
I'll look into it and see what I can do.
0
Question on the UI part. Would there be a way to place the wasd commands on command card 4...move command card 4 off of the screen and still have it work without disabling the ui?
This is assuming you can have more then one command card on the screen at the same time but with some of the nifty things I have seen with moving the default UI around I dont see why not.
Edit: I assumed the keys were set to wasd or where they on the arrow keys? If so could it be moved to wasd?
0
So you just want the look of the attack but not the actual attack?
0
I tried to disable rightclick movement by triggers and I feel like I am near getting it but then I just get lost. So far I have a ifthenelse trigger but it does not work. I have
IF = comparison((evenmouseclickedbutton()),==,C_mousebuttonright Then = Unitsetstate(mycharacter), C_unitstatepaused, True
but again it does not work and give me an error in-game saying im missing an action.