I know old thread, but I had a similar problem where units were not attacking even with Attack under abilities and command card. Make sure the weapon on the unit has the option "can initiate attack" under Weapon-Options.
Hello all, I've done some research and searching however I have not found exactly what I am looking for so here goes...
I'm not here to ask for exact code just some ideas on how to implement a quest system the easiest way possible. As of now the way I have quests set is that each time I want to make a quest I have to start each piece by scratch ie create the dialogs, format them, add the title/info/button triggers for dialogs, and also no quest progress status is included.
So I ask whats the best way to create a well developed organized quest system with dialogs, that I can easily add new quests to later, while trying to have the galaxy editor do most of the work for me.
A Day At School RPG is exactly what you are looking for, think of it as a GTA SC2 version. I'm aiming release for the beginning of summer, so stay tuned!
@WhiskyEU: Go
When you click conditions just do comparison now for this example. "(Owner of (triggering unit)) ==1" everything in bold you can click to change. Well clicking the ( will allow you to change the entire function to something besides "Owner of", maybe another function such as "(Position of Unit())" or a local/global variable comparison. Clicking the "triggering unit" could change something to "(Owner of (Last Attacker))" etc. Change the == to suit your logical needs. Last but not least the 1 can be changed to whatever or another function,variable, w/e. Just gotta click around and explore.
So what I'm getting from this is that your map got banned for using a curse word? Wow my map, a day at school rpg, has a couple vulgar terms and some drug references. Oh also you'll be killing cops and teachers, thats pretty inappropriate if you ask me, does this mean i'll have to scrap my map?
I sat down for an hour the other day not knowing how I would do this though I know its possible in the editor. Instead of normal FPS where you move around in an area what if the area moved around you. I set up a straight hall way with terrain and panned the camera to a low level FPS angle. What I wanted to do was to simulate walking forward, such as when you press W the objects in the room would come at you and fade off as if you were walking down a hall way. I did not find any triggers dealing with moving doodads, such as moving a barrel or lights. I could not find a trigger to create a doodad anywhere (I tried create models/actors but under "Values" doodads do not show up). Anyone know?
Think this should have been posted in map development. What you are asking for are basic data editing procedures. You want a scv to fly over terrain then set its pathing to air in the data editor. The data editor will also let you add commands like blink to the "command card" find that and add blink. The photon cannon will need some extra tweaking, such as removing pylon requirment, but also play around with the command card area. To spawn a unit at a point its simple, set your event for when you want it to happen then find the trigger create unit at point. If you rather have a region click the ( thats blue and change the function to something different such as create point at region.
just play around more with triggers this is basic stuff you should figure out on your own
could just make a button with an icon/name blink then when its clicked run a trigger to move a point to mouse cords x,y then transport unit there and then create actor at point (blink or an explosion or w/e).
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I know old thread, but I had a similar problem where units were not attacking even with Attack under abilities and command card. Make sure the weapon on the unit has the option "can initiate attack" under Weapon-Options.
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Ahh yes exactly what I was looking for, dont know how I missed list boxes. Thanks!
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Hello all, I've done some research and searching however I have not found exactly what I am looking for so here goes...
I'm not here to ask for exact code just some ideas on how to implement a quest system the easiest way possible. As of now the way I have quests set is that each time I want to make a quest I have to start each piece by scratch ie create the dialogs, format them, add the title/info/button triggers for dialogs, and also no quest progress status is included.
So I ask whats the best way to create a well developed organized quest system with dialogs, that I can easily add new quests to later, while trying to have the galaxy editor do most of the work for me.
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A Day At School RPG is exactly what you are looking for, think of it as a GTA SC2 version. I'm aiming release for the beginning of summer, so stay tuned!
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Here's another way to do it. Create a button/ability for "Pick Up" and add it to the command card of your hero.
Create a trigger called "Item Pick Up"
item is a unit variable and ItemType is a unit type variable
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damn way to bring it to another level lol
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@WhiskyEU: Go When you click conditions just do comparison now for this example. "(Owner of (triggering unit)) == 1" everything in bold you can click to change. Well clicking the ( will allow you to change the entire function to something besides "Owner of", maybe another function such as "(Position of Unit())" or a local/global variable comparison. Clicking the "triggering unit" could change something to "(Owner of (Last Attacker))" etc. Change the == to suit your logical needs. Last but not least the 1 can be changed to whatever or another function,variable, w/e. Just gotta click around and explore.
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I do levels/abilties/exp all through triggers with custom dialogs to open inventory or select spells. F the data editor besides unit attachments
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Set next map trigger?
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So what I'm getting from this is that your map got banned for using a curse word? Wow my map, a day at school rpg, has a couple vulgar terms and some drug references. Oh also you'll be killing cops and teachers, thats pretty inappropriate if you ask me, does this mean i'll have to scrap my map?
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A Day at School rpg will have an interactive UI, one dialog being the target units boss bar, very easy implementation.
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I sat down for an hour the other day not knowing how I would do this though I know its possible in the editor. Instead of normal FPS where you move around in an area what if the area moved around you. I set up a straight hall way with terrain and panned the camera to a low level FPS angle. What I wanted to do was to simulate walking forward, such as when you press W the objects in the room would come at you and fade off as if you were walking down a hall way. I did not find any triggers dealing with moving doodads, such as moving a barrel or lights. I could not find a trigger to create a doodad anywhere (I tried create models/actors but under "Values" doodads do not show up). Anyone know?
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Think this should have been posted in map development. What you are asking for are basic data editing procedures. You want a scv to fly over terrain then set its pathing to air in the data editor. The data editor will also let you add commands like blink to the "command card" find that and add blink. The photon cannon will need some extra tweaking, such as removing pylon requirment, but also play around with the command card area. To spawn a unit at a point its simple, set your event for when you want it to happen then find the trigger create unit at point. If you rather have a region click the ( thats blue and change the function to something different such as create point at region.
just play around more with triggers this is basic stuff you should figure out on your own
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could just make a button with an icon/name blink then when its clicked run a trigger to move a point to mouse cords x,y then transport unit there and then create actor at point (blink or an explosion or w/e).
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^ where did you get that pic of me????