• 0

    posted a message on Equipment Array issues

    I too, am trying to find a way to display icons with tooltips within the equipment array without using a weapon.

    Using the weapon field entry allows the tooltip to show, but it also shows damage amount along with weapon range, speed and target planes.

    The objective is to show the name, icon, level and tooltip within the equipment array without showing the default weapon-type information.

    -Has anyone succeeded?

    Posted in: Data
  • 0

    posted a message on Target Sort Distance: uses Cast or Acquire Range

    @DrSuperEvil: Go

    Thanks again, DrSuperE.

    I will keep this thread open until I get the chance to thoroughly test and conclude which is actually used.

    -it may be a while until I get to testing

    Posted in: Data
  • 0

    posted a message on Trigger fired twice in response to dialog clicked- reason unknown

    @onlyleviathan: Go

    Yes, multiple click events can trigger by clicking quickly, especially during lag moments. The clicks can occur before the dialog is hidden.

    Despite that, there could also be something else that's going on in your trig code that causes this.

    You can use a mouse program to click at high speeds for testing.

    Several solutions exist:

    1. you can turn the trigger off as the first action and then re-enable it at the end of the trigger actions.

    2. use a wait action, local variable and some trigger actions to check for multiple clicks.

    3. use a variable with a variable lock

    4. there are other options, but i cant remember atm.

    Each solution may cause complications with the rest of your trigger code depending on what your doing. Choose based off what will not interfere with the rest of your trig code.

    Posted in: Triggers
  • 0

    posted a message on Target Sort Distance: uses Cast or Acquire Range

    In a Target Sort of farthest distance:

    Does the distance parameter use the Ability Cast Range or the Ability Auto-Cast Acquire Range?

    Example: The ability has a casting range of 9 with a auto cast range of 20 (acquire range).

    Will the Target Sort pick the farthest target within range 9 or within the entire acquire range of 20?

    Posted in: Data
  • 0

    posted a message on [solved]Turret Actors: Some Missing?

    Thanks you guys, this explains everything about turret actors.

    Also, I inferred that having a actorless turret on a non-Z turret model will allow you to control rotation speeds versus simply using a 360 arc on the weapon.

    Posted in: Data
  • 0

    posted a message on Does a trigger create lag if it doesnt meet conditions?

    Thank you, all of you guys. That was extremely informative. I have a much stronger grasp of threading within the blizzard editor. (had to read it 3 times)

    This information is crucial for interface input implementations such as WASD. For me, it helped me to conclude that my threaded AD's are at peak performance and that all wait periods and all global variable accesses are accounted for using the critical section locks.

    This can also explain potential out of order executions when issuing unit commands in triggers versus issuing the orders in data.

    For the scope of this thread topic, It gives detailed logic for the actual impact of triggers on game lag.

    Posted in: Triggers
  • 0

    posted a message on Does a trigger create lag if it doesnt meet conditions?

    @GlornII: Go

    Quote from GlornII: Go

    Using action definitions with create thread checked can cause a lot of lag, if they are not used properly. The definition will be forced to wait for other uses of the object to stop.

    Can you elaborate more on threaded action definitions and their improper use? Some examples of proper scenarios and improper scenarios would be great.

    I have alot of AD's in my triggers and I would like to know more about when they would cause lag waits and how to properly use them. -Thanks

    Posted in: Triggers
  • 0

    posted a message on Queen of Venom Behaviour?

    @Ikoter: Go

    By mods, DrSuperE. is asking which dependency mods you are using for your map.

    Some behaviors and effects don't actually exist. They usually have the word "(unknown)" as a suffix.

    You will run across alot of missing data objects within the editor. -perhaps they are remnants of abandoned ideas.

    Posted in: Data
  • 0

    posted a message on Sirdeeds Terrain Gallery

    Those are amazing!

    As I browse mapster, I enjoy terrain demos and model showcases.

    These make me actually jealous that I cannot indulge in making stuff like this within my own map since my map is a high unit-count type map; so I have to limit processing overhead as much as possible....

    - but one day, I will make a campaign type map and then I can indulge in making art, atmosphere and immersion

    Posted in: Terrain
  • 0

    posted a message on [solved]Turret Actors: Some Missing?

    @ArcaneDurandel: Go

    Thank you ArcaneD. I will take your word for it.

    I looked the turret over thoroughly and found no field that would indicate that. I am guessing its a default for turret actors to be destroyed when the scope is destroyed.

    Questions:

    1. How do we know which types of actors are destroyed with a scope destruction and which actor types linger after the scope?

    2. The point defense drone turret is identical to the siege tank turret, yet the point defense drone turret does not have a turret actor. How is the PDD turret activating without an actor?

    Posted in: Data
  • 0

    posted a message on [solved]Turret Actors: Some Missing?

    The turret enable actors are created when the turret enable msg is sent, but there is no actor orphan event or host msgs.

    So do these actors linger around after unit death?

    Posted in: Data
  • 0

    posted a message on [solved]DeathCustomPriorityList - hidden like an Easter egg.

    @FunkyUserName: Go

    I thought it would be something like that. I looked all over game data and core actors. I missed it.

    Thanks for the step by step,

    Posted in: Data
  • 0

    posted a message on [solved]DeathCustomPriorityList - hidden like an Easter egg.

    I made a custom death model.

    I added it to the custom death list.

    I made the actor event for UnitDeathCustomize.

    I added an entry in Death Custom Data.

    Yet, I have the error:

    Custom death [name] is being ignored on entery [name] actor, because its missing its death priority. To resolve this issue, add a DeathCustomPriorityList Element for this death to the relevant CActorGlobalConfig actor.

    soooo, how do I fix this?

    Posted in: Data
  • 0

    posted a message on [solved]Channel Flag

    I have been running tests on the channeling flag, to find out what it does.

    The only ability tree I've run across that uses it effectively is the Augmentation ability. It seems the channeling flag (within the ability's effects) keeps the ability tree active and then releases the tree once the ability validators are no longer met.

    It may work in reverse of the channeled flag -where the unit keeps the channeled effect tree active.

    In tests, the channeling buff removes itself after the validators for the ability are not met

    -despite the fact that I do not have any remove validators within the buff itself (only on the ability)

    I have searched all of Mapster and Google without an answer, does anyone know what it really does?

    Posted in: Data
  • 0

    posted a message on Is there any reason to use event macros?

    @DrSuperEvil: Go

    wow. I did not think of that. you sir, just saved me alot of time.

    again... : )

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