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    posted a message on Trigger from Assets Section Not Working Properly

    Requesting some minor assistance from anyone who is reading this on a technical hiccup. You can read the first post of this thread for more info.

    Posted in: Triggers
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    posted a message on Trigger from Assets Section Not Working Properly

    @xKenneth: Go

    lol, wow... A Variable? All that trouble over a Variable? It fixed the problem though lol

    Posted in: Triggers
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    posted a message on Trigger from Assets Section Not Working Properly

    @DogmaiSEA: Go

    Did you make a Variable called 'Loop' for this? Or a Variable titled timer_length and stop_timer? What kind of Variables did you make in that above coding?

    Posted in: Triggers
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    posted a message on Trigger from Assets Section Not Working Properly

    OMG! I'm so sorry.Check the file again. I uploaded the wrong map earlier. This is the right one.

    Posted in: Triggers
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    posted a message on Trigger from Assets Section Not Working Properly

    EDITED 17/03/2012 AT 4:58PM

    I've cleared the problem with the Timer (Thanks, Kenneth), but I've stumbled into another issue I'm almost embarrassed to be posting on the Forums about. This one I've (regrettably) been working on for the past hour and a half. At first, I created a Trigger for the Builder Selection Dialog that comes up, to which a player clicks on the Builder, the unit is created on the Map at the specified Point. When that didn't work, I started tampering with the Trigger, to which the Dialog eventually wouldn't appear at all. I managed to correct that problem and start mucking around with the Trigger some more so that the window would just disappear when the button was pressed. When that didn't work, I changed the Trigger again to basically display a text message to All Players when Player 1 presses the button.

    Builder Selection

    Events

    Dialog - Any Dialog Item is used by Player Any Player with event type Clicked

    Local Variables

    Conditions

    (Used dialog item) == SCV Select

    (Triggering player) == 1

    Actions

    UI - Display "THIS TRIGGER IS NOW WORKING AS IT'S BLOODY-WELL SUPPOSED TO!!!" for (All players) to Subtitle area

    It won't even display the Text on the screen. I started adding/removing some of the Conditions to see if anything more or less refined would change the issue and it's still not working. I've uploaded the Map for anyone to take a look at and see if they can pinpoint the problem.

    (There's another Triggerset under the Classic Mode Start Trigger which tells the Builder Selection Trigger to start.)

    Posted in: Triggers
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    posted a message on Three Timer Windows

    @xKenneth: Go

    Thanks, I'm going to clean up what I've got. Maybe it will help for any future issues.

    Posted in: Triggers
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    posted a message on Three Timer Windows

    @xKenneth: Go

    What do you mean by one same dialog that all players can see...?

    Posted in: Triggers
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    posted a message on Three Timer Windows

    With my Banking issues aside for a moment, I've been working on other areas of my Map and have hit somewhat of a snag. After the Voting period ends, the Timer Window is destroyed and the Game starts. When the Game starts, three Timer Windows pop up showing "Round 1:", but only one timer window is supposed to show up. It's likely I've just issued a Trigger the wrong way, but I'm having trouble figuring out which Trigger is causing three Timers to appear. I've attached my Map to this thread to try and get a second pair of eyes to help me figure out what's causing the multiple timer windows.

    Posted in: Triggers
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    posted a message on Save Data to Access Unlockable Features

    @Mesden: Go

    Anyone?

    Posted in: Triggers
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    posted a message on Save Data to Access Unlockable Features

    @Mesden: Go

    I've got the Bank File partially working and I see what's going on... I'm trying to use a Variable called Saved Kills, which is initially "0" (Integer), and then there's an Action Command in my Save Kills Trigger which basically looks like this:

    Save Kills

    Events

    Unit - Any Unit dies

    Local Variables

    Conditions

    (Owner of (Triggering unit)) == 9

    (Controller of player (Killing player)) == User

    Actions

    Bank - Open bank "xdefensemap" for player (Killing player)

    Bank - Store integer ((Killing unit) kills (Current)) as "Kills" of section "Player" in bank (Last opened bank)

    Bank - Save bank (Last opened bank)

    Variable - Modify Saved Kills: + 1

    Except there's nothing in the Actions that states it needs to set the Saved Kills Variable. I'm basically trying to set the Bank up so that whenever Player 1 Kills Unit, a Kill Point is added to the Bank File. When the Bank File has enough of those 'Points', a certain feature becomes unlocked. What Conditions or Actions do I need to add to do that..?

    Posted in: Triggers
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    posted a message on Save Data to Access Unlockable Features

    @Mesden: Go

    I need to ask someone out there to take a look at this Map I'm trying to build on the Map Editor and see what I'm trying to do with the Bank. I have the Bank set up entirely the way I'd like for it to work but it doesn't seem to do the job. Basically, I'm trying to put it together at the moment so that when I kill the 10 Probes with my Omegalisk, it unlocks two of the Builders at the bottom. (Yes, I know there's bugs in that area at the moment), but it's not even saving the Kills, and as such, it's not unlocking the Advanced Builders.

    I'm not even sure where to began at taking screenshots of my Triggers... Everything is a mess right now, that's why I'm posting the Map on the Forums. Can someone take a look at this and see why the Bank isn't working or storing the values?===== DefenseTest =====

    Posted in: Triggers
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    posted a message on Save Data to Access Unlockable Features

    Actually... Now that I think about it I might be able to achieve this with an If-Then-Else... Anyone's input would still be greatly appreciated though.

    Posted in: Triggers
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    posted a message on How do you set a Dialog Button to become Highlighted when Clicked?

    @DogmaiSEA: Go

    Thanks. Got it working now. :)

    Posted in: Triggers
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    posted a message on Save Data to Access Unlockable Features

    I currently have a Triggerset that looks like this... I'll explain what this Trigger does underneath the list of Triggers:

    http://i43.tinypic.com/4jkmzo.jpg

    Basically, a Dialog Box comes up at the start of the Game with two buttons (Currently) to select a Play Mode. Those buttons are currently set to Sudden Death or 100% x 2 Unit Health. That's still under implementation but I'm not having any trouble with that at the moment. When the Player clicks on the button to Vote for, it brings them to this list of Triggers. So the previous Dialog is hidden and while the rest of the Players are deciding on their Votes, you choose the Builder you want for your Defense. (Everyone else does the same, the Game doesn't start until the Timer reaches "0".) Most of that is working as it should be, with a couple of bugs I need to iron out still.

    I played this fun game on Battle.net called Squadron Defense which basically starts you off with the basic builders, but unlocks advanced builders as you meet their specific pre-requisites... And your progress carries over to the next Game. I'm trying to do something similar, but I need to know how to do this. I know how to put the buttons into the Triggers, but how do I make it check if the pre-requisites have been met? Basically, if the pre-requisites have been met, the button would be shown as 'Available', while if they haven't been met, those buttons would be grayed out. I'm not really sure how this whole 'Save your progress' thing works.

    Posted in: Triggers
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    posted a message on How do you set a Dialog Button to become Highlighted when Clicked?

    I have a Dialog Box coming up at the start of the game with (currently) two choices to select from. However, when the button is clicked, it registers the Vote, but the Dialog Box doesn't do anything. This might cause the player to assume that nothing happened. What I want to happen is for the Button to become highlighted. I assume it should be something pretty simple, I just can't find the appropriate "Action" for it. Here's my current list of Triggers:

    http://i.imgur.com/ns7Iz.png (Some of the Data in there isn't accurate, it's already been corrected so there's no need to point out the red diamond.) :)

    Posted in: Triggers
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