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    posted a message on Patch downloads / older versions

    Hey all, I just recently reformatted my HD but didn't realize I should have saved my versions folder in my SC2 directory. I would just download the patches via the game launcher but I guess since beta is down they are not transmitting the patch over the internet. Can anyone please send me a PM if you can give me the latest version, patch 15. Thank you

    Posted in: General Chat
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    posted a message on Click a dialog button and then a unit??
    Quote from dogcyn714: Go

    Lets say I have Unit 1 as my hero and I click attack...then click Unit 2, which is the enemy. I want Unit 1 to rush up and attack Unit 2, then run back. I have the boxes created but am having a hard time figuring out how to get the cursor to change to a cross hair once the attack dialog box is clicked, and how the triggers distinguish whether I click the attack dialog or one of the other ones. ;/

    Dunno if this is purely obvious now but do something like this. 1 trigger for button clicking

    Events
         dialog_btn_attack is clicked
    actions
         set gv_attack? = true
         send message "Click something to attack"
    

    1 trigger for selecting unit

    Event 
         any unit is selected by player 1
    Conditions
         gv_attack? == true
    Actions
         lv_current_target = triggering unit
         issue unit to attack lv_current_target
         set gv_attack = false
    

    Now there might be a way you can add to the "btn_attack" actions that flashes your cursor or high lights it a different color to simulate a target is needed.

    Posted in: Miscellaneous Development
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    posted a message on copy game data between maps

    Thank you I was able to copy the map I was working on, save it as a .SC2Mod and place it in my mods folder. At this point I opened a new map, clicked dependencies and loaded in my map as a .sc2mod and I was able to use the custom data I created before. Thank YOU!

    Posted in: Miscellaneous Development
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    posted a message on copy game data between maps

    Is there anyway to copy all the custom editing I've created in the data editor of one map to another without having to do each data type separate? Right now loading between maps copying/pasting is a pain and once I start having more maps linked together it will become even more of a problem. Any solutions?

    Posted in: Miscellaneous Development
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    posted a message on Return name of region

    Don't think this is possible, at least in the galaxy GUI editor. What you can do is create a data table trigger, unfortunately you would have to manually add all regions to a data table and name each one.

            Data Table - Save Region 001 as "Test" in the Global data table
    

    Then you can do a set variable name from data table.

            Variable - Set Untitled Variable 001 = ("Test" from the Global data table)
    

    Untitled Variable 001 is a string btw not a region

    Hope this helps

    Posted in: Triggers
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    posted a message on Dusty Dunes Desert

    earthbound!! your the man someone take on this project

    Posted in: Project Workplace
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    posted a message on Serious Item Problem

    run a counter off each purchase the size of item inventory, check if counter is desired number if not dont run the trigger that buys the item

    Posted in: Miscellaneous Development
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    posted a message on Importing a flash video

    I am trying to play a flash video in my map but I can not seem to figure out what seems to be the problem. I have searched the forums here but no real detail on how to set up the triggers.

    Also when importing the flash video it seems it was only possible to do a .swf format, .flv would not show up in the pop up window that says choose your flash animation. Am I wrong because I'd much rather have the .flv since its half the size.

    Here's my code which is giving me the error.

    DialogCreate(500, 400, c_anchorTopRight, 0, 0, true);
        DialogSetImageVisible(DialogLastCreated(), false);
        DialogControlCreate(DialogLastCreated(), c_triggerControlTypeImage);
        DialogSetVisible(DialogLastCreated(), PlayerGroupAll(), true);
        libNtve_gf_SetDialogItemFlash(DialogControlLastCreated(), "UI\\Flash\\Common\\video.swf", PlayerGroupAll());
        DialogControlSetVisible(DialogControlLastCreated(), PlayerGroupAll(), true);
    

    The error I receive is from the SetDialogItemFlash and states,

    Trigger Error in gt_mapInit_Function:
    Calling
    'DialogControlSetPropertyAsString' as String
    is not authorized
    

    Now I believe it may have something to do with not using this trigger...

    Dialog Item Invoke as String
            Dialog - Invokes method Method(No Parameter (String), No Parameter (String), No Parameter (String), No Parameter (String)) on flash dialog item (Last created dialog item) for (All players)
    
    Info: "Calls a method invoke on a loaded flash dialog item. The flash dialog item must have a flash file loaded which has the specified method name in it. The parameters for the invoke method are optional."
    

    I do not understand the info which is supplied with the trigger, mainly on this part "The flash dialog item must have a flash file loaded which has the specified method name in it." As in what would be the method name that I supply to the trigger?

    Any help please?

    Posted in: Miscellaneous Development
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    posted a message on Updating kill counter/variable on a dialog tutorial

    This trigger will show you a way of keeping a running total of player 1's unit kills and the use of a variable in a dialog.

    The first trigger will set up the UI box with a label of "Kills" and a label with variable "gv_player1_Kills" initially set to 0.

    DialogCreate(200, 100, c_anchorTopRight, 0, 0, true);
        DataTableSetDialog(true, "Kills", DialogLastCreated());
        libNtve_gf_CreateDialogItemLabel(DialogLastCreated(), 100, 75, c_anchorLeft, 40, 20, StringExternal("Param/Value/30BAB8E5"), Color(100,100,100), false, 2.0);
        libNtve_gf_CreateDialogItemLabel(DialogLastCreated(), 100, 75, c_anchorLeft, 110, 20, IntToText(gv_player1_Kills), Color(100,100,100), false, 2.0);
        DataTableSetControl(true, "KillNum", DialogControlLastCreated());
        DialogSetVisible(DialogLastCreated(), PlayerGroupAll(), true);
    

    Remember to always use the trigger "Show last created dialog" And to save your dialogs and dialog items in the global data table for easy use later on. In this example the main dialog box (DataTableSetDialog) was saved as "Kills" and the label control (DataTableSetControl) with the variable "gv_player1_Kills" was saved as "KillNum". Saving these dialogs will make it easier to use them in later triggers.

    The 2nd trigger will be updating the global variable "player1_Kills" and then updating the dialog.

    The event could be whatever you like (This example will use when "Any Unit Dies")
    
    Actions:
    gv_player1_Kills = (gv_player1_Kills + 1);
        DialogControlDestroy(DataTableGetControl(true, "KillNum"));
        DataTableValueRemove(true, "KillNum");
        libNtve_gf_CreateDialogItemLabel(DataTableGetDialog(true, "Kills"), 100, 75, c_anchorLeft, 110, 20, IntToText(gv_player1_Kills), Color(100,100,100), false, 2.0);
        DataTableSetControl(true, "KillNum", DialogControlLastCreated());
        DialogControlSetVisible(DialogControlLastCreated(), PlayerGroupAll(), true);
    

    The first thing done is the global variable is incremented. Now each time you update a label you must destroy the existing label or the labels will stack on top of each other. Since the control was saved as "KillNum" it is easily destroyed. The next line removes KillNum from the data table so it can be added again later when creating the new dialog control. The next line creates the control for the dialog "Kills" (saved eariler for easy use) and is fed the updated player1_Kills. The next line adds the control back to the data table and sets the last control created to visible.

    There you go, hope this helps some noobs, like myself, out there.

    Posted in: Miscellaneous Development
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    posted a message on Actor Events Help! (Unpowered Floodlight)

    thanks mate! works

    Posted in: Miscellaneous Development
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    posted a message on Actor Events Help! (Unpowered Floodlight)

    The picture above is the actor events for a floodlight. What I am trying to accomplish is simply turning the lights off. From the picture you can see the blue highlight of "Signal.*.LightPowerDown" well, I do not know how to invoke this signal so the "AnimGroupApply Unpowered" is applied. I've tried send message trigger with signal but do not know what to write for a signal name. Also I've tried changing the event from Signal to ActorCreation, leaving the same conditions, and no luck. I can't figure out for the life of me to turn off the stupid lights, someone please help!

    Posted in: Miscellaneous Development
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    posted a message on Unit Name Font Size

    The default value of characters allowed for a unit's name is 28, does anyone know how to decrease font maybe? If not I guess I would have to create a custom UI so my unit can display the full name? Thanks

    Posted in: Miscellaneous Development
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    posted a message on Dialog Problem >.<

    Not saying Sir Lyradd has bad code, but would be a lot easier to declare a type Boolean variable (set to false) for each player (maybe called Bool_P1PickedHero). So in your trigger add a condition > click comparisions > find your variable

    somthing like Conditions if Bool_P1PickedHero == false do actions set variable Bool_P1PickedHero = True

    Now in your action part of the trigger you would set Bool_P1PickedHero to true, so the next time the the trigger is activated, the actions wont run.

    Posted in: Miscellaneous Development
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    posted a message on Road Intersection

    Has anyone figured out a way to make a 4 way intersection with 2 roads look merged, as of the moment 1 lays on top of another and just looks bad.

    Posted in: Miscellaneous Development
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