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    posted a message on Event not firing? (Unit Enters/Leaves Range of Unit)

    You're amazing!

    While implementing that I also found this page which really helped me understand what was going on, and if anyone else has a similar issue that page will probably be able to help them too.

    Thanks willuwontu! I still don't understand why the original event worked when this new one didn't, but either way, after two days of grinding against this bug I can finally get back to productive work.

    Posted in: Triggers
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    posted a message on Event not firing? (Unit Enters/Leaves Range of Unit)

    @willuwontu: Go

    This map isn't written in Galaxy and I'm not entirely familiar with it myself (I know enough to read, not to write or implement).

    Is there an easy GUI conversion for this? I see the "Trigger - Register Events" action but it doesn't allow me to target a trigger outside of the one currently running.

    Posted in: Triggers
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    posted a message on Event not firing? (Unit Enters/Leaves Range of Unit)

    @OutsiderXE: Go

    Which does make sense, but it doesn't explain why

    works when

    doesn't. There has to be something outside of this event causing it to not work, my assumption is something with the data editor but I'm not sure.

    Posted in: Triggers
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    posted a message on Event not firing? (Unit Enters/Leaves Range of Unit)

    @fishy77: Go

    It isn't running. I've tried both debug statements and the test document Trigger Debugging tool. The unit is created just fine and carries out its tasks, it's just that the event shown in a separate trigger doesn't fire based upon what the unit does post-creation.

    @maticpl: Go

    While I thought this, this code works for a different unit type on a unit that is created post-initialization:

    None of these units shown (Worm) exist when the map starts, they're added in later (one per player), and yet this event fires just fine. Attempting to copy this exact chain of events while swapping just the unit type doesn't work, the newly modified event never fires.

    Also, I have previously tried the method you described:

    With an absurdly large radius just to make sure I'm not messing up in-game, and even without any conditions, that event never fires either.

    I've also triple-checked at runtime with debugging triggers to see if the trigger itself is still turned on and listening for events, and it is.

    EDIT: Here's some proof from the Trigger Debugging window showing the Worm trigger being called correctly:

    The Marine unit is detected when it gets within range of the Worm unit, but the opposite direction doesn't happen. Both triggers should be called right now but only one is being called.

    Posted in: Triggers
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    posted a message on Event not firing? (Unit Enters/Leaves Range of Unit)

    I'm being driven absolutely mad by this.

    I create a unit with this snippet of code, assign it to a variable, and add it to a unit group: Then I have an event in another trigger that looks like this:

    Why is this event never called when the unit walks over other units? I have other events similar to that for other units and unit types that work just fine. Is it possible there's a property in the Data Editor for that unit type that makes the event not function?

    Posted in: Triggers
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    posted a message on Frozen animation after ModelSwap

    I found a temporary workaround by forcing the swapped Drone to play its "walk" animation infinitely. Since the drone never stops moving, this behaves correctly save for when the speed changes. Normally, a speed change would cause the unit's walk animation to speed up to scale with the new movement speed. Using this play animation method does not do that. I'll look into workarounds tonight (perhaps starting the animation again when the speed changes).

    Posted in: Triggers
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    posted a message on Frozen animation after ModelSwap

    I guess it should be noted that I have to change the model of a unit that will never stop moving, and so that's why it's probably doing this, as per the last post here: http://www.sc2mapster.com/forums/development/map-development/2457-changing-a-units-actor-midgame/

    Any solutions?

    Posted in: Triggers
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    posted a message on Frozen animation after ModelSwap

    Hey all,

    After using the "Actor - Send actor message "ModelSwap Drone 0" to main actor of unit (Last created unit)" action, the model of my unit does change to the Drone, but the entire model is frozen, and unanimated. What might be causing this?

    Posted in: Triggers
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    posted a message on Player Group - Pick Each Player corrupts dialog creation

    Hey all, I'm encountering an odd bug where if I implement the following code in my UI init trigger:

    • Player Group - Pick each player in (All Players) and do (Actions)
      • Actions
        • Variable - Set energybar[(Picked player)] = (Last created dialog item)

    it stops all dialogs afterward from being created, whether or not it's a new dialog item or a completely new dialog.

    An interesting thing to note is that

    • General - For each integer EnergyBarCnt from 1 to 12 with increment 1, do (Actions)
      • Actions
        • Variable - Set energybar[EnergyBarCnt] = (Last created dialog item)

    works perfectly fine.

    Come to think of it, I think it completely hangs the trigger.

    Any thoughts?

    EDIT: Yes, it completely hangs the trigger. My issue was that energybar[X] was indeed an array variable, but with only a size of 12 on a single index. There are actually 16 players in StarCraft II. Setting it to 16 fixes the issue.

    Posted in: Triggers
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    posted a message on Soundtrack Variable

    Any luck so far?

    Posted in: Triggers
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    posted a message on Void rays + Rebecca Black

    In my opinion, this is better than Void Rays.

    Embed Removed: https://www.youtube.com/v/cU_ADVeuNkY?fs=1
    Posted in: General Chat
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    posted a message on Soundtrack Variable

    @Blixster: Go My one concern with this (with a quick overview) is that this won't work for each player. See, I'm trying to make each player have their own media player, and they control THEIR music, not that of other people (unlike some other maps, like Runling Run).

    Could this be done with "sounds" instead of "soundtracks"? There IS a variable implemented for currently playing sound.

    EDIT: This is driving me insane. Now, it's playing two songs at once. Maybe you can take a look at the map. The triggers are the Music trigger in the "Core" folder, and every trigger in the Music folder. Be sure to test the map first to make sure you're aware of what's ACTUALLY happening. It's probably some simple thing I'm missing but I've been searching for two days, and it's still hidden to me.

    Uploaded to Mediafire because it's too big to upload here. Link Removed: http://www.mediafire.com/?yzmgz02p5dsbk1b

    Posted in: Triggers
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    posted a message on Soundtrack Variable

    Is there a variable that you can save soundtracks to? I'm implementing a media player in my map, and I want to give the ability to skip songs (or go back to them), pause, and play. There's a display in the bottom right for all of this. The buttons are working, and I've found my problem to be that I can't save which soundtrack is currently playing, in order for me to detect when it ends.

    Is there any way to do this?

    Posted in: Triggers
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    posted a message on Drawing (Pictures Thread)
    Quote from VoidPotato: Go

    The thing holding me back is that I can't delete it once I make it (in case I have regrets)

    Yes you can, lol. Advanced settings, delete profile.

    Posted in: Artist Tavern
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