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    posted a message on Calling a Behavior like "Strength" and returning the value

    if i add a behavior like strength to a unit and call it an attribute, how do i find out that number in a trigger?

    Calling a Behavior like "Strength" and returning the value of it.

    anyone have any clue?

    Posted in: Miscellaneous Development
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    posted a message on Final Fant......Evocation!

    @Kimphoe: Go

    That can be done, gil is usually used to buy components anyway so it would be like removing a step i like it!

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released
    Quote from xandramas: Go

    That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.

    It's true, you have to make yours stand out by being better, there will be tons of Fly-by-night RPG's but only a hand full that spent months on end creating. Starcraft 2 is new, there will be tons of claims that people are creating RPG's but the proof is in the pudding. When july hits i bet you there will be maybe 5 noteworthy RPG's and the rest will be garbage. Put the time in to make a great game and you will get a great return. i know as soon as i get home from work everyday i am working on my map.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Final Fant......Evocation!

    @GolbezzAnewco: Go

    Great progress had been made with the battle system today and i am very pleased. the Encounter system is up (still working on how a ambush is going to happen to get 100% stagger on the opponents) , game music has been added, spawning spot of the units in the battle zone, Camera's are being worked out for the battle zones.

    ATB system is up (its the baseline to the FF13 battle system) and UI elements are starting to come together. i would have some battle screen shots for you guys this weekend.

    I have decided on a 12 player max cap. With it possible to have 4 people in your party you can have a total of 3 parties at the same time. there will be a game menu (like clicking the start button) that will display stats of your other party members. you can also view their Crystarium trees, and Items equip.

    I have created a WASD movement system but am unsure if i am keeping it. thoughts?

    I am starting to think about the Item upgrade system. anything you guys would like to see? any thoughts on what has been done so far? anything you want to see put into the map?

    Posted in: Project Workplace
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    posted a message on Compile error

    @Pandaros_Brewmaster: Go

    The fix. make a new trigger and copy everything over, do not copy the trigger. this is a bug in the editor.

    Posted in: Miscellaneous Development
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    posted a message on Compile error

    Redefined identifier error, Anyone know how to fix this?

    It happens when i try to save.

    //--------------------------------------------------------------------------------------------------
    // Trigger: Battle System - Battle Zone 1 Encounter End
    //--------------------------------------------------------------------------------------------------
    bool gt_BattleSystemBattleZone1EncounterEnd_Func (bool testConds, bool runActions) {
        int auto1E1F1627_n;
        int auto1E1F1627_i;
        int auto1E1F1627_n;
        int auto1E1F1627_i;
    

    Can i just take the duplicates out or is something in my code causing this?

    Here is the whole Trigger:

    Battle System - Battle Zone 1 Encounter End
        Events
            Unit - Any Unit dies
        Local Variables
            i = 0 <Integer>
        Conditions
            Or
                Conditions
                    ((Triggering unit) is in Battle System - Unit Group - Battle Zone 1 - Creeps) == true
                    ((Triggering unit) is in Battle System - Unit Group - Battle Zone 1 - Heroes) == true
        Actions
            Debug - Display ("Number before trigger happenes" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Or
                                Conditions
                                    ((Triggering unit) is in Battle System - Unit Group - Battle Zone 1 - Creeps) == true
                                    (Player - Hero[(Picked player)] is in Battle System - Unit Group - Battle Zone 1 - Heroes) == true
                        Then
                            Debug - Display ("Trigger conditions met :" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Triggering unit) is in Battle System - Unit Group - Battle Zone 1 - Creeps) == true
                                Then
                                    Variable - Modify Battle System - Battle Zone 1 Creep Count: - 1
                                    Debug - Display ("Removing 1:" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
                                Else
                                    Debug - Display ("Not Removing 1" + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Owner of (Triggering unit)) == (Picked player)
                        Then
                            Unit Group - Pick each unit in Battle System - Unit Group - Battle Zone 1 - Heroes and do (Actions)
                                Actions
                                    Unit - Remove (Picked unit) from the game
                            Variable - Set Battle System - Battle Zone 2 Unit Count = 0
                            Variable - Set Camera - Turn Drag off[(Picked player)] = false
                            Camera - Unlock camera input for player (Picked player)
                            Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Heroes
                            UI - Hide World for (Player group((Picked player)))
                            General - Repeat (Actions) UI - Battle UI - Number of images times
                                Actions
                                    Dialog - Show UI - Battle UI - Images[i] for (Player group((Picked player)))
                                    Variable - Modify i: + 1
                            Dialog - Hide (Screen button 1 dialog) for (Player group((Picked player)))
                            Dialog - Hide (Screen button 2 dialog) for (Player group((Picked player)))
                            Dialog - Hide (Screen button 3 dialog) for (Player group((Picked player)))
                            Dialog - Hide (Screen button 4 dialog) for (Player group((Picked player)))
                            Dialog - Hide (Screen button 5 dialog) for (Player group((Picked player)))
                            Dialog - Hide (Screen button 9 dialog) for (Player group((Picked player)))
                            Variable - Set Camera - Turn Drag off[(Picked player)] = false
                            UI - Display "Set save name cleared. type -saveas..." for (Player group((Triggering player))) to Subtitle area
                            Variable - Set Player - Save Name[(Picked player)] = ""
                            UI - Hide game UI for (Player group((Picked player)))
                            Camera - Follow for player (Picked player) (Unit group((Triggering unit))) with the camera and Clear Current Target
                            Camera - Lock camera input for player (Picked player)
                            Camera - Apply Hero Select - Camera for player (Picked player) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Include Target
                            Dialog - Show Hero Select - Categories Dialog for (Player group((Picked player)))
                            Dialog - Show Hero Select - Categories Array[Hero Select - Current Category] for (Player group((Picked player)))
                            General - Break
                        Else
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Battle System - Battle Zone 1 Creep Count == 0
                                Then
                                    Debug - Display ("Count is Zero " + (Text(Battle System - Battle Zone 1 Creep Count))) as debug output using Type 1, and Do display it in the game window
                                    General - Wait 5.0 Game Time seconds
                                    Unit - Remove 1 InCombat from Player - Hero[(Picked player)]
                                    Unit - Move Player - Hero[(Picked player)] instantly to (Point(Battle System - Vector_x Battle Zone 2[(Picked player)], Battle System - Vector_y Battle Zone 2[(Picked player)])) (No Blend)
                                    Unit - Order Player - Hero[(Picked player)] to ( Stop) (Replace Existing Orders)
                                    Camera - Pan the camera for player (Picked player) to (Point(Battle System - Vector_x Battle Zone 2[0], Battle System - Vector_y Battle Zone 2[0])) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                                    Camera - Follow for player (Picked player) (Unit group((Killing unit))) with the camera and Keep Current Target
                                    Unit - Set Player - Hero[(Picked player)] Life to 20000.0
                                    Unit - Set Player - Hero[(Picked player)] Energy to 20000.0
                                    Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Creeps
                                    Unit Group - Remove all units from Battle System - Unit Group - Battle Zone 1 - Heroes
                                    Variable - Set Camera - Turn Drag off[(Picked player)] = true
                                    General - Wait 2.0 Game Time seconds
                                    Variable - Set Battle System - Battle Zone 2 Unit Count = 0
                                    Variable - Set Player Enable Battle = (Picked player)
                                    General - Break
                                Else
                                    General - Break
                            General - Break
    
    Posted in: Miscellaneous Development
  • 0

    posted a message on making a unit un-clickable and un-selectable on the fly
    Quote from verr82: Go

    Triggers -> New Action -> Set Unit State

    Cool got it working thanks!

    Posted in: Miscellaneous Development
  • 0

    posted a message on making a unit un-clickable and un-selectable on the fly

    @xenrathe: Go

    well there will be no game UI, only the UI i make for them, there will be custom buttons attached to triggers that will command the unit. i need it so you can not move the unit and the unit will only react to what buttons you press.

    Posted in: Miscellaneous Development
  • 0

    posted a message on making a unit un-clickable and un-selectable on the fly

    I need to do just that i tried creating a behavior as a Attribute and a Buff un clickable is not there but un-selectable is. The problem is this dose not work. I am making Turn based battle system for my map but i need for the unit to not be able to be clicked on by the players, the unit will be controlled through triggers.

    2 rules: the unit has to be able to be controlled by triggers (order to attack, use spells ect...) the player has to own the unit.

    Posted in: Miscellaneous Development
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    posted a message on Help with encounter trigger

    so i am working on my Final Fantasy map and i am trying to make the encounter system. whenever the players hero gets within 1 unit of any unit owned by player 14. but its not working. The If conditions are not being met.

    Enter battle
        Events
            UI - Player Any Player clicks Right mouse button Down.
        Local Variables
        Conditions
            (Distance between (Position of Player - Hero[(Triggering player)]) and (Position of (Closest unit to (Position of Player - Hero[(Triggering player)]) in (Any units in (Entire map) owned by player 14 matching No Unit Filter, with at most Any Amount)))) == 1.0
        Actions
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering player) == (Picked player)
                        Then
                            Variable - Set Camera - Turn Drag off[(Picked player)] = true
                            Trigger - Run Test units  (Check Conditions, Don't Wait until it finishes)
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    Battle System - Battle Zone 1 Unit Count == 0
                                Then
                                    Variable - Set Battle System - Battle Unit[(Picked player)] = Player - Hero[(Picked player)]
                                    Unit Group - Add Battle System - Battle Unit[(Picked player)] to Battle System - Unit Group - Battle Zone 1
                                    Variable - Set Battle System - Vector_x Battle Zone 1[(Picked player)] = (X of (Position of Player - Hero[(Picked player)]))
                                    Variable - Set Battle System - Vector_y Battle Zone 1[(Picked player)] = (Y of (Position of Player - Hero[(Picked player)]))
                                    Visibility - Auto-reveal Battle Zone 1 for player (Picked player) when his units are in Battle Zone 1
                                    Trigger - Run Battle System - Battle Zone 1  (Check Conditions, Don't Wait until it finishes)
                                    General - Break
                                Else
                                    General - If (Conditions) then do (Actions) else do (Actions)
                                        If
                                            Battle System - Battle Zone 2 Unit Count == 0
                                        Then
                                            Variable - Set Battle System - Battle Unit[(Picked player)] = Player - Hero[(Picked player)]
                                            Unit Group - Add Battle System - Battle Unit[(Picked player)] to Battle System - Unit Group - Battle Zone 2
                                            Variable - Set Battle System - Vector_x Battle Zone 2[(Picked player)] = (X of (Position of Player - Hero[(Picked player)]))
                                            Variable - Set Battle System - Vector_y Battle Zone 2[(Picked player)] = (Y of (Position of Player - Hero[(Picked player)]))
                                            Visibility - Auto-reveal Battle Zone 2 for player (Picked player) when his units are in Battle Zone 2
                                            Trigger - Run Battle System - Battle Zone 2  (Check Conditions, Don't Wait until it finishes)
                                            General - Break
                                        Else
                            General - Break
                        Else
    

    Solved.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Positioning the camera behind the unit.

    @Pandaros_Brewmaster: Go

    got it working.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Positioning the camera behind the unit.

    @Pandaros_Brewmaster: Go

    this is what i cannot get to work.

    Camera - Camera Control Up
        Events
            UI - Player Any Player clicks Middle mouse button Up.
        Local Variables
        Conditions
        Actions
            Player Group - Pick each player in Currently playing and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering player) == (Picked player)
                            Camera - Turn Drag off[(Picked player)] == true
                        Then
                            Variable - Set Camera - Current hero facing[(Picked player)] = (Facing of Player - Hero[(Picked player)])
                            Camera - Pan the camera for player (Picked player) to ((Position of Player - Hero[(Picked player)]) facing Camera - Current hero facing[(Picked player)] degrees) over 2.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
                            General - Wait 2.0 Game Time seconds
                            Camera - Follow for player (Picked player) (Unit group(Player - Hero[(Picked player)])) with the camera and Keep Current Target
                            Variable - Set Camera - Turn Drag off[(Picked player)] = false
                        Else
    
    Posted in: Miscellaneous Development
  • 0

    posted a message on Positioning the camera behind the unit.

    @SystemSe7en: Go

    the unit moves around. i want to center the camera to behind the unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Positioning the camera behind the unit.

    this i am trying to get the camera positioned behind the unit how do i do this?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Making Buttons

    @BloodLX99: Go

    the buttons can be in .tga format also, witch photo shop can do native.

    Posted in: Artist Tavern
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