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    posted a message on cards in hand

    @FuzzYD: Go

    lol, i must have done it a diferent way, i just had it delete every card, for everybody, and then redraw the entire hand for how many cards of each are in your hand. and my problem was that i was using a local var for the card dialogs instead of a global. so i changed that and now they all work. Thanks again.

    Posted in: Triggers
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    posted a message on cards in hand

    It took me a while to make/troubleshoot everything. but it's all working. mosly. So thank you. You were so much help. i believe i got everything working. it all updates, re-aligns properly, and looks fantastic.

    but the only problem im having is that it isn't deleting the old cards, so when i get to a number that is less than enough to fill it, i see the old cards. its probobly something i did and ill probobly fix it retatively easy, once i find my mistake. so i have it setting the cards to CARDS[index number][player] as they are created and then at the beginning of this awesome trigger i have an action PICK EACH INT 0 - 1000 DO ACTIONS: DESTROY DIALOG CARDS[picked int][player]. so somewhere it's broke, but everything else works. You Were SOOOOOO Much Help.

    Posted in: Triggers
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    posted a message on Random unit from unit group -HELP!!!!!

    KK, So, in case anyone was interested. I FOUND IT. I was just being stupid, i thought it was an action but i went back to the wiki and took a look at the random unit from unit group, and it read "returns a random unit from unit group" not something about picking and doing actions. so i realized what i did wrong and figured out how to use it. so i am all good now.

    Posted in: Triggers
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    posted a message on Random unit from unit group -HELP!!!!!

    Before you guys tell me I'm crazy, look for yourselves, then tell me I'm crazy.

    I need to "pick random unit from unit group and do actions". or something that has the same effect.

    I know the Wiki says it's there, I know it should be there because I've used it before, only now i can't find it. and i really need it.

    but i guess i really am crazy regardless.

    Posted in: Triggers
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    posted a message on cards in hand
    Quote from FuzzYD: Go

    @canichols2: Go

    u mean something like this? more cards, crowd them together. less cards space em out.

    I'm recalling from memory that to do this, You need to use dynamic offsetting. To calculate the offset the formula will be the distance between the first and last card, divided by the number of cards - 1

    That is: (CardLast - CardFirst)/(Card count - 1)

    Whenever a card is added or lost, you have to re-set the dialog positions.

    That is exactly what i want. only I'm confused on how you did it. could you walk me through it. step by step?

    Posted in: Triggers
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    posted a message on cards in hand

    Does anybody know of a way, or can think of a way to make it look like cards are laid out across the screen and when you use cards they would shrink together so you have the allusion of loosing cards. and the same way only opposite when you gain a card.

    I was thinking i could do this with dialogs and image dialog items, then removing the dialog background. i have the cards as images and the card itself looks good this way but i haven't a clue how to make them spread out for the amount of each card you have and the different kinds. ya know.

    was that too confusing? i think i confused myself trying to put it all down in actual words. lol

    Posted in: Triggers
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    posted a message on Change vespian guyser/assimilator direction

    Well, I am using custom units but I'm making it "build on" just like an Assimilator.

    Is there a way to turn the vespian guyser's so that when you build the Assimilator it will have the same direction?

    I am able to turn the guysers myself (flags: Turnable) but I have no clue how i could get the Assimilator to match that angle.

    Posted in: Data
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    posted a message on (Help)How to build at point with certain angle

    I put this request in the general development almost a week ago, with out any replies, so i though i'd remake it in Development > Triggers and see if there are any ideas that people might have. Sorry if i'm not supposed to do this, i just thought it would be the only way to get any response.

    Quote from canichols2: Go

    I want to be able to restrict the placement of an abject to:

    • Certain Points
    • at each point it will have a certain rotation (like this point it has to have 33.33 degrees of rotation but this one it needs 66.66 degrees.)
    • only able to build within a few feet from another object, and still only on those points.

    Does anyone have some good ideas?

    Quote from canichols2: Go

    I was thinking when you build a unit, there's a trigger that automaticaly destroy's that unit, and builds another unit at that point, only then for that point I could change the degree rotation, but how i was thinking of doing it would cause there to be a ton of triggers going off ever time a unit was built. because i was looking at making a trigger for every point, which will be over 50 points.

    Does anybody have any better Ideas?

    Posted in: Triggers
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    posted a message on Building at point and diferent specific angles
    • Bumpity

    I was thinking when you build a unit, there's a trigger that automaticaly destroy's that unit, and builds another unit at that point, only then for that point I could change the degree rotation, but how i was thinking of doing it would cause there to be a ton of triggers going off ever time a unit was built. because i was looking at making a trigger for every point, which will be over 50 points.

    Does anybody have any better Ideas?

    Posted in: Miscellaneous Development
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    posted a message on What am i doing wrong

    @Rushhour: Go

    THANK YOU!!!!

    THANK YOU!!!!

    THANK YOU!!!!

    THANK YOU!!!!

    I love loops now. that made it so i could take my hunred or so triggers down to a triger that only took like 1 action, after some if then stuff. That was AMAZING!!!! I Love You, in a way that's not gay. but i LOVE YOU. I can't believe that worked. That is what i hated about pick each integer is that you could only use one per trigger/whatever. that was soo cool.

    Hrmmmm. how come if i don't hit the enter key twice, my THANK YOU!!!!!'s turn out like this

    THANK YOU!!!! THANK YOU!!!! THANK YOU!!!! THANK YOU!!!!

    Posted in: Triggers
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    posted a message on [Official] Forum upgrade suggestions

    @BorgDragon: Go

    I know what you mean. Other forums, almost all that i've seen have a feature that lets you find your posts/threads just buy clicking your name. but i have a workaround for this weird site. You would go to the search bar, and you would type in "BorgDragon" and it would bring up a list of all the treads that you have had some input into. unless someone mentions your name in one of them and you never actualy replied. lol

    But ether way, this forum is lacking in many of the features that should be here. and many of them are easy to do, it's like they just setup the quickest forum they could just as a side note, then went back to making their news thread. and their Glaxy Wiki (Awesom B.T.W.) I beleive they need to go back to the forums and add stuff, like look at other forums to see what cool stuff they have and impliment it into this one.

    Posted in: General Chat
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    posted a message on What am i doing wrong

    @Rushhour: Go

    That sounds like how I was trying to do it. only I don't understand how to use or how a loop works. what i was trying to do was pick each int. from 0 to 21 and do actions. then when i came to a place i needed one of the 22 diferent tiles, i could say Tile[picked int] but then i didn't understand how to use that to get wether or not the the tile at that point is an Ore tile or if it's number is 8 or not. or any combonation of that. so maybe if you could explain how to use the loop thing, it would work better.

    Posted in: Triggers
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    posted a message on What am i doing wrong
    Quote from Rushhour: Go

    Ok, I didn't understand exactly what you try to achieve.

    But just reading that you already have 33 triggers and plan to create 44 more whilst they do almost the same thing makes me want to stop you! :D

    Could you please explain carefully what you try to do. Explain it in a context and what it should look like ingame for the players. Sometimes its better to remake something complelty but having it put together in a single trigger (or only few ones). Just imagine what would happen if you want to change/add something ? You would need to do this damn often!

    LoL, i figured this out the hard way. Thats why i tried to make one of the numbers in each trigger a variable. but i still had to go through them all to change it to the variable, just that once, so i could change the one variable and it would change all of them. needless to say, It sucked.

    Posted in: Triggers
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    posted a message on What am i doing wrong
    Quote from ZealNaga: Go

    Same as Rushhour... I can't figure what you're trying to do. So much triggers is a no-go, you should seriously find another way to do it. You can't edit that much triggers and expect it to work fluently.

    So far, from what I've seen on the screenshot, it looks like you're trying to count how much cities and settlements a player is controlling, and increase his income depending on how much cities/settlements are within the ressources radius... Am I right?

    I tried making all these triggers in one trigger, but always got caugt up in how it was going to work. because each tile spot has so many variables that if it goes this way then do this. and so on. I atatched a couple picks of what is going on in my map.

    In the first pic, the red points are where the random Tiles spawn, and where the random numbers above the tiles spawn. The green Points are where i spawn a circle so that i can tell the settlements to only build on those units. and i have the city units only build on the settlement units.

    In the second pick, The roll button randomly generates a number (actualy 2 numbers, each from 1 to 6, to simulate 2 dice rolling corectly) that number gets displayed in a dialog (blue circle). after that i want each tile with the number that was just rolled above it (numbers above tiles are text tags, but i put them into a variable with an aray of 22, for each tile) to give its resources to the player that built next to it. and if you build more next to the tile, you will get more.

    The Destructable rocks are placeholders for the Sheep and Wheat tiles. I'm not done Making those tiles yet.

    So, if any of you ever played Settlers of Catan. I'm trying to remake that board game.

    Quote from SouLCarveRR: Go

    If you would like help with this I could help you write one trigger that handles all of this. but my problem is that when i change the radius of the region it creates from 9 to 10, at 9 it won't sense that theres a unit present in the radius, but if it's 10, it will shoot across the map to try and pick a unit, so a tile acroos the map from where my city is will give me some ore.

    that makes no sense really at all.

    are you using tiled regions or what? be more descriptive.

    I would love help. I got stumped and now nothing is working. but what was happening is ether no tiles would give me any resources, or basically all of them would, and woudn't just stay with the units i built next to them.

    Posted in: Triggers
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    posted a message on My trigger action seems to be broken...

    well, it might not be the problem, but you don't need the "And" in there.

    look at the comparisons here

    and are you using a "number of living units" and comparing it to "false"?

    Posted in: Triggers
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