PlatformTextToggleEventsUI-PlayerAnyPlayerpressesTkeyDownwithshiftAllow,controlAllow,altAllowLocalVariablestemp_Count=0<Integer>arrayIndex=((Triggeringplayer)-1)<Integer>DEBUG_toggle=NoText<Text>ConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfplayerInfo[arrayIndex].toggle_Text == true
Then
Variable - Set DEBUG_toggle = "FALSE"
Variable - Set playerInfo[arrayIndex].toggle_Text = false
------- Hide all platform text tag
General - For each integer temp_Count from 0 to 13 with increment 1, do (Actions)
Actions
Text Tag - Hide Platform Text Tag[temp_Count] for (Player group((Triggering player)))
Else
Variable - Set DEBUG_toggle = "TRUE"
Variable - Set playerInfo[arrayIndex].toggle_Text = true
------- Show all platform text tag
General - For each integer temp_Count from 0 to 13 with increment 1, do (Actions)
Actions
Text Tag - Show Platform Text Tag[temp_Count] for (Player group((Triggering player)))
UI - Display (Combine ((Name of player (Triggering player)), " (Player ", (Text(arrayIndex)), ")'s toggle status: ", DEBUG_toggle)) for (All players) to Debug area
I don't get which part i scripted wrongly or i am just too tired. It just won't work on multiplayer. Sometimes when other players press T, my text will turn off and vise versa.
try using Animation Play under terms. I don't think you need it to stop when using Animation Play as it only does once. Correct me if i am wrong, i can't check it now
So for example if i create a mod name Test. And i created a custom marine name soldier. When i use this mod in my map, i can use soldier right away as a custom unit?
When creating a map, i can choose a mod or a map. How does a mod work? What do people normally use it for?
Can i create custom units in a custom mod and use it on all of my campaign maps? Does it work on multiplayer?
I think i know why, but not sure if this is the way you want. Check your marker, and under match flags = "ID : enable". If so you can set your damage to 2 instead of 0.5 and make sure the damage effect has a validator "no marker".
Once again thanks for the detail guide [:
Got it to work. The reason it didn't work before is because i didn't set the unit type value after creating it ._. my mistake on that. Still pretty confuse with the player requirement as the load validator tooltip says "These validators must return true for a unit to be loaded into the transport". How does the player requirement returns the owner of caster who used load?
I am pretty new to upgrades. Have a few questions about it...
I created an upgrade named: Marine (License)
and
I created a requirement named: Marine License
Under Marine License, at the Requirement+ field, i put:
Use
- Type: Count Upgrade
- Alias: Marine (License)
- State: Complete
On trigger, when a player buys the license, i set :
Tech Tree - Set Marine (License) upgrade level to 1 for player (Triggering player)
1. Is this correct for what i did?
2. What is the difference from "USE" and "SHOW" in the Requirements+ field?
3. What is tech tree cheat? Do i need to enable it?
I love you guys, this is exactly what i needed to know! This is waaaay easier than triggering the hard way! I will post my results when i am done with it. Can't believe i never know validators have Combine type! Added you guys to credits!
UPDATE 1:
I notice load validator only checks for the unit i am loading in. Unfortunately, the units i am loading are not belong to my own. Is there a way around to check for the player whether or not the player has license?
I can load scv (1) by default. When i buy license 3, i wanna be able to load zealot. When i buy 2, i wanna be able to load marine. I can buy 2,3,4,5 in no specific order. Without any upgrade (2-5), i can't load the unit for that specific type. Is there a way to do this? I can't find a way to do it in data editor. I can do it the hard way with triggers but would love to know if theres a way.
0
I don't get which part i scripted wrongly or i am just too tired. It just won't work on multiplayer. Sometimes when other players press T, my text will turn off and vise versa.
0
@RealYnsanity: Go
try using Animation Play under terms. I don't think you need it to stop when using Animation Play as it only does once. Correct me if i am wrong, i can't check it now
0
@Alrik1989: Go
So for example if i create a mod name Test. And i created a custom marine name soldier. When i use this mod in my map, i can use soldier right away as a custom unit?
0
When creating a map, i can choose a mod or a map. How does a mod work? What do people normally use it for?
Can i create custom units in a custom mod and use it on all of my campaign maps? Does it work on multiplayer?
0
I think i know why, but not sure if this is the way you want. Check your marker, and under match flags = "ID : enable". If so you can set your damage to 2 instead of 0.5 and make sure the damage effect has a validator "no marker".
0
Bump, after so many months, i am still having this problem, it is not a big issue but annoying.. is there a way to fix this? Below is 2 example pics
0
@BorgDragon: Go
oh my that is cool! thanks alot!
0
Is there a way to remove leviathan tentacles?
0
Is there a way to make an ability to target a the current mouse position without clicking in the data editor? If so may i know how?
0
There are 4 buffs which are link:
MercAirDrop -> MercAirDropB -> MercAirDropC -> MercAirDropD
The only Behavior - Modification+ is in MercAirDrop (Unit > Height & Height Time), how does the other buffs affect the height time?
0
@uiasdnmb: Go
Thank you so much for the detail explanation [: appreciate it!
0
@uiasdnmb: Go
Once again thanks for the detail guide [:
Got it to work. The reason it didn't work before is because i didn't set the unit type value after creating it ._. my mistake on that. Still pretty confuse with the player requirement as the load validator tooltip says "These validators must return true for a unit to be loaded into the transport". How does the player requirement returns the owner of caster who used load?
I am pretty new to upgrades. Have a few questions about it...
I created an upgrade named: Marine (License)
and
I created a requirement named: Marine License
Under Marine License, at the Requirement+ field, i put:
Use
- Type: Count Upgrade
- Alias: Marine (License)
- State: Complete
On trigger, when a player buys the license, i set :
Tech Tree - Set Marine (License) upgrade level to 1 for player (Triggering player)
1. Is this correct for what i did?
2. What is the difference from "USE" and "SHOW" in the Requirements+ field?
3. What is tech tree cheat? Do i need to enable it?
0
@uiasdnmb: Go
I love you guys, this is exactly what i needed to know! This is waaaay easier than triggering the hard way! I will post my results when i am done with it. Can't believe i never know validators have Combine type! Added you guys to credits!
UPDATE 1:
I notice load validator only checks for the unit i am loading in. Unfortunately, the units i am loading are not belong to my own. Is there a way around to check for the player whether or not the player has license?
0
I am trying to let medivac load specific unit type when i buy an upgrade (No specific order)
Unit Types example:
1. scv
2. marine
3. zealot
4. tauren marine
5. ultralisk
I can load scv (1) by default. When i buy license 3, i wanna be able to load zealot. When i buy 2, i wanna be able to load marine. I can buy 2,3,4,5 in no specific order. Without any upgrade (2-5), i can't load the unit for that specific type. Is there a way to do this? I can't find a way to do it in data editor. I can do it the hard way with triggers but would love to know if theres a way.
0
@caspersc: Go
Would like to know both solutions so i can play around with it.