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    posted a message on Data error when using revive trigger. [SOLVED]

    Ok. I think ive found something here. I think the issue may be involving the model that the reviving unit is using. Maybe it is that, because i have a test map and on this test map the same error appeared on just one unit of 5 ive created. But then i noticed that this unit who was showing the error was the only unit i duplicated. So maybe thats why. Maybe the trigger is sending the signal to the wrong unit because of a shared actor detail or model.

    Does this sound familiar to you Dr.Super Evil?

    Posted in: Data
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    posted a message on Cant add or remove dialogs from game

    I copied a trigger that has a team choosing dialog after a Hero choosing dialog. Whats weird is that if i delete the first dialog then the second one won't show up even if theres nothing attach to it anymore. What I'm saying is that even if i create a new non-modal dialog just after the map initialization that dialog won't show up. Somehow the only dialog that shows up is the hero choosing dialog no matter what. and no matter what if i remove that dialog from the start no other dialog will show up. So this is what i did. I tried to replace the values on the first dialog to match those of what I'm looking for and then tried to delete the second dialog but now none of them show up. Whats up with the dialogs damn it. Are there pre-established orders for dialogs that i can't use them the way i want. If you need an example of the map just let me know.

    Ok...nevermind I found that what i had to do was to delete a Run Trigger (with the annoying dialog name) that was stucked on the map initialization trigger.

    Posted in: Triggers
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    posted a message on Data error when using revive trigger. [SOLVED]
    Quote from DrSuperEvil: Go

    @JEGCPR: Go

    Macro is an actor type that allows you to supplement the events of other actors. There is a field below the event fields of actors for macros. This is simpler than having to add the same long list of events to multiple actors.

    The Simple actor is for global application of certain actor events.

    Check that there are none of these interfering with your actors.

    The units have this macros on, all of them:

    DeadAnimationMacro UnloadDropAnim

    The strange thing is that in other maps they have no problem with the reviving trigger somehow in this map they show up with errors. Same unit, different map.

    Posted in: Data
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    posted a message on Data error when using revive trigger. [SOLVED]
    Quote from BigDonRob: Go

    @JEGCPR: Go

    Using the above trigger, create local variables for any information you want to save from the dying unit.

    Player= Owner of (Triggering Unit) Hero= Unit Type of (Triggering Unit) Level= Level of (Triggering Unit) EXP= Experience of (Triggering Unit)

    Then, instead of reviving and moving the unit

    Use create unit (Hero) for player (Player) at (North Start Location)

    Set last created unit property(Level) to (Level)

    Set last created unit property(Experience) to (EXP)

    Select last created unit for player (Player)

    Pan the camera for player (Player) to North Start Location over 2.0 seconds with Existing Velocity....

    What types of variables are those? Cant find them..

    Posted in: Data
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    posted a message on Help with two abilities please

    Ive been working around them for some time now and i havent been able to solve this two abilities. I have been able to solve all the others i had i mind so far but this two have just impossible. So i decided to ask for help to those of you who know the data module upside down.

    The first ability is: Adept - Phase Shift.

    Now ive been trying and trying to duplicate this ability because i dont like altering the orignal ones plus i need to do levels witht his ability and i must be sure that i have full control of all the effects and behaviors, etc...So already saying that, i have noticed that i do not have control over all the effects, actors, behaviors of this ability. I havent been able to duplicate it entirely. So in this map you will see the unit ive been trying to use as the user of the ability with 2 abilities. The first one is the original ability and the second one is the one i was trying to create but wasnt able to do so.

    The second ability is: Tank - Activate Siege Mode

    I was trying to create an Effect - Target ability out of the Siege Mode Morph ability of the tank. I didnt wanted to use the morph ability because my idea is that the user wont be able to control wheter he sieges or unsiege. The idea is that the player presses the effect target ability triggering a cooldown on the ability . The player chooses a target and fires but for a period of time only or amount of times, then the tank morphs back to his original position on his own. This one i reallly havent been able either to build it.

    Thanks.

    Posted in: Data
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    posted a message on Data error when using revive trigger. [SOLVED]

    Thanks Big Don Rob. I will try this hopefully tomorrow and then ill let you know if it worked.

    Posted in: Data
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    posted a message on HP Sharing (between two linked units) [SOLVED]
    Quote from MaskedImposter: Go

    Yea, I think some of the micro missions in the campaign did that with debris. My mind is currently thinking of the secret mission in WoL when the hybrid is chasing you.

    I cant seem to be able to open WOL maps on my editor. Cant see them on the campaign files. Only Swarm, Void and Challenges. I would also see that mission with the train you guys talk about.

    Posted in: Data
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    posted a message on Assign Lobby Position to Player Spot

    The thing is, i have all this units preplaced already in specific locations. Units that each player will use since theyre hero units. The problem is, that if theres only 2 players on lobby then there will be no competition, because both players will end up on same team, and thats now what we want.

    Posted in: Triggers
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    posted a message on Assign Lobby Position to Player Spot

    How can i assign a place in the lobby for a position of a player in the map. It seems that no matter what position i go to, the first player will always be the first player. I want him to be assigned the position of the lobby place he is in. Is this possible?

    Posted in: Triggers
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    posted a message on Data error when using revive trigger. [SOLVED]
    Quote from DrSuperEvil: Go

    Checked for macros?

    What about it? What is that?

    Posted in: Data
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    posted a message on Data error when using revive trigger. [SOLVED]
    Quote from BigDonRob: Go

    @JEGCPR: Go

    That's why you're receiving the error. Because revive is tied to a morph. Think Kerrigan from HoTS. If you want a blank slate unit reviving in the same place, then you need to use create unit.

    If your trigger is simply when your unit dies. Set up a point variable (position x of (triggering unit),position y of (triggering unit))

    Then you create new unit at point(your variable) You need to add in a wait and some effects to make it look nice, but that's the jist of it.

    So let me see if i get you. Are you saying that i should replace the revive action with a move unit action?

    This is pretty much what i have as the activating trigger (and it works for some units) not all of them:

    Trigger Name: Revival

    ∇ Events

    Unit - Any Unit Dies

    x= Variables

    ⇒Conditions

    ∇ Actions

    ∇ General - If (Conditions) then do (Actions) else do (Actions)

    ⇒ If

    (Triggering player) == 1

    ((Unit type of (Triggering unit)) is Hero) == True

    ∇ Then

    Unit- Revive (Trigering unit)

    Unit - Move (Triggering unit) instantly to North Start Location (No Blend)

    Unit - Set (Triggering unit) Life (Percent) to 100.00

    Unit - Set (Triggering unit) Shields (Percent) to 100.00

    Unit - Set (Triggering unit) Energy (Percent) to 100.00

    Unit Selection - Select (Triggering unit) for (Owner of (Triggering unit))

    Camera - Pan the camera for player (Owner of (Triggering unit)) to North Start Location over 2.0 seconds with Existing Velocity....

    Else

    Posted in: Data
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    posted a message on Data error when using revive trigger. [SOLVED]

    I don't know if any of you has encountered this error in game but for some units when they get killed before being revived i get this message:

    USER: [ 12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Start].

    USER: [12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Finish].

    What does this mean? It only shows up with some units not all of them. And what happens is that the unit being revived (by triggers) comesback to game as the original unit with no game data modification (levels, custom scale, custom abilities). The unit simply gets revived as it was originally in the editor. What could be wrong. I don't see any Abil Morph no where in the unit actor. Strange.

    Posted in: Data
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    posted a message on Invalid Message when Reviving Unit

    I don't know if any of you has encountered this error in game but for some units when they get killed before being revived i get this message:

    USER: [ 12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Start].

    USER: [12d2 14] Scope [Hero Unit, Unit] received invalid message CActor Msg [Abil Morph. Finish].

    What does this mean? It only shows up with some units not all of them. And what happens is that the unit being revived (by triggers) comesback to game as the original unit with no game data modification (levels, custom scale, custom abilities). The unit simply gets revived as it was originally in the editor. What could be wrong. I don't see any Abil Morph no where in the unit actor. Strange.

    Posted in: Triggers
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    posted a message on Detection Radius Circle on minimap [SOLVED]

    Ok. Solved. Inherited Properties: Visibility has to be checked in order for the visibility options to work. Thanks.

    Posted in: Data
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    posted a message on Detection Radius Circle on minimap [SOLVED]

    Is not working, but i do know I'm on the right actor because if i change the scale of the circles then they change. But if i set Visible to : Ally nothing happens they remain visible anyway.

    Posted in: Data
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