I am creating a stackable buff where a player purchases a stat point via an ability. It works other than the fact that the button disappears after the first use. The ability is set to buff, with a behavior that adds one stamina upon use.
Anyone know why the button disappears on the first use?
I tried that originally and it didn't work either... hmm I'll try again I suppose, is there a flaw in how I have the trigger laid out other than that?
Edit: That worked in one of the groups, but for some reason the mineral groups aren't working with that... I think I need to debug a bit more with those.
At least it made some progress, thanks for the help.
I have a system set up where we have the mineral picks spawning around the map (see attached image). The trigger in this image is called by a main loop that happens every day/night switch.
The problem is that for some reason the units in the unit group are not being removed. I have tried 5 or 6 different ways of calling the group or the units in the group to remove them from the map and none of them work.
The variable the spawned minerals are contained in is a global variable that I have set ("Minerals" empty unit group at the start). I know the units are being added to the group because the trigger debugger shows the unit number increasing in the group per spawn.
Does anyone know what I'm doing wrong that is making it so the units don't get removed before new ones spawn? We basically want to wipe the board of the old ones and replace them with the new ones.
We removed the kill effect on the mineral pickup so it doesnt get removed when a a player runs over it and made it so that the triggers check to see if the player meets the conditions and if so it will or will not kill them.
Thank you for the help, talking it out helped us solve the problem :)
Sorry I was having a hard time explaining it. We have triggers set up that add to a variable every time the minerals are picked up, but the minerals dont go into your actual spendable minerals like normal. They are displayed with a UI panel and you have to take the stored minerals on your unit back to your base to turn it into useable money.
The variables are set up through triggers so I don't know if there is a way to call that variable. But we want the engine to check if the character is "full" and if they are full, leave the mineral pickup on the ground. Right now the player will continue to pick them up, but not receive points in the counter for it.
Hello, we are working on a map that changes the resource system a bit.
We are using the pick up resources from the campaign but I would like to add a validator, though it appears that in the validator field you can't use variables from triggers. That makes sense but I was wondering if anyone knew of a way to work around this.
We need to get a number from the variables to check if it has reached a certain count, and if it has reached that count, the mineral pick up stays on the ground instead of getting picked up and "killed" since the mineral field is killed on pickup.
We have created a custom model with custom animations. The mesh exports from 3ds max fine and imports into SC2 fine with no skeleton.
However when we try to export the mesh rigged with any skeleton Max gives an error referencing that bip01 'scale'
It gives the same error when exporting unedited bipeds created in Max.
Has anyone encountered this issue or know how to get around it?
So you have to create a new field in the data editor under the model? I don't see anything relating to SOp or local offset, and I didn't know you could create new fields.
Under "Attachment Properties - ID" I found overhead for "carry high yield mineral field" model but that didn't work when I changed it to that.
Is there a way to change the location or offset of minerals that are being carried by a unit? If the ability is added to a unit it puts the resource in the units torso usually (centered on the unit). Is it possible to make it float above the unit or change it to be in front of unit?
I'm working on a project with some friends and we have custom models we are importing. After importing the models are half way through the ground because of how they were modelled.
In other editors I have used like Unity you can offset where the model appears. Is there a way to do this in the galaxy editor? Or would we need to go back into 3dsmax and move the model so its feet are at at 0 on the plane?
One way I can think of to do it would be to set up regions at the player spawns. Set up an event that works something like "if player spawns in X region, spawn destructible rocks at X Point"
Just put a region where they will spawn and link that region. Put a point where you would want the rocks to spawn and link that up. I've never tried to do that with doodads or anything but that should work as far as I know.
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I am creating a stackable buff where a player purchases a stat point via an ability. It works other than the fact that the button disappears after the first use. The ability is set to buff, with a behavior that adds one stamina upon use.
Anyone know why the button disappears on the first use?
0
@Kueken531: Go
I tried that originally and it didn't work either... hmm I'll try again I suppose, is there a flaw in how I have the trigger laid out other than that?
Edit: That worked in one of the groups, but for some reason the mineral groups aren't working with that... I think I need to debug a bit more with those.
At least it made some progress, thanks for the help.
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@Shawn91210: Go
That was one of the ones I've tried, I can try again if you've had it work for you but I've spent quite a few hours with this now to no avail.
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I have a system set up where we have the mineral picks spawning around the map (see attached image). The trigger in this image is called by a main loop that happens every day/night switch.
The problem is that for some reason the units in the unit group are not being removed. I have tried 5 or 6 different ways of calling the group or the units in the group to remove them from the map and none of them work.
The variable the spawned minerals are contained in is a global variable that I have set ("Minerals" empty unit group at the start). I know the units are being added to the group because the trigger debugger shows the unit number increasing in the group per spawn.
Does anyone know what I'm doing wrong that is making it so the units don't get removed before new ones spawn? We basically want to wipe the board of the old ones and replace them with the new ones.
0
We ended up implementing it through triggers.
We removed the kill effect on the mineral pickup so it doesnt get removed when a a player runs over it and made it so that the triggers check to see if the player meets the conditions and if so it will or will not kill them.
Thank you for the help, talking it out helped us solve the problem :)
0
@DrSuperEvil: Go
Sorry I was having a hard time explaining it. We have triggers set up that add to a variable every time the minerals are picked up, but the minerals dont go into your actual spendable minerals like normal. They are displayed with a UI panel and you have to take the stored minerals on your unit back to your base to turn it into useable money.
The variables are set up through triggers so I don't know if there is a way to call that variable. But we want the engine to check if the character is "full" and if they are full, leave the mineral pickup on the ground. Right now the player will continue to pick them up, but not receive points in the counter for it.
Let me know if that was clearer or not.
0
Hello, we are working on a map that changes the resource system a bit.
We are using the pick up resources from the campaign but I would like to add a validator, though it appears that in the validator field you can't use variables from triggers. That makes sense but I was wondering if anyone knew of a way to work around this.
We need to get a number from the variables to check if it has reached a certain count, and if it has reached that count, the mineral pick up stays on the ground instead of getting picked up and "killed" since the mineral field is killed on pickup.
0
We have created a custom model with custom animations. The mesh exports from 3ds max fine and imports into SC2 fine with no skeleton.
However when we try to export the mesh rigged with any skeleton Max gives an error referencing that bip01 'scale' It gives the same error when exporting unedited bipeds created in Max.
Has anyone encountered this issue or know how to get around it?
0
Got it, thank you very much :)
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So you have to create a new field in the data editor under the model? I don't see anything relating to SOp or local offset, and I didn't know you could create new fields.
Under "Attachment Properties - ID" I found overhead for "carry high yield mineral field" model but that didn't work when I changed it to that.
0
@deathtorn: Go
Awesome! Thank you so much :)
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@SoulFilcher: Go
Do you know where the setting is? I looked for quite some time and cant find it.
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Is there a way to change the location or offset of minerals that are being carried by a unit? If the ability is added to a unit it puts the resource in the units torso usually (centered on the unit). Is it possible to make it float above the unit or change it to be in front of unit?
0
I'm working on a project with some friends and we have custom models we are importing. After importing the models are half way through the ground because of how they were modelled.
In other editors I have used like Unity you can offset where the model appears. Is there a way to do this in the galaxy editor? Or would we need to go back into 3dsmax and move the model so its feet are at at 0 on the plane?
0
One way I can think of to do it would be to set up regions at the player spawns. Set up an event that works something like "if player spawns in X region, spawn destructible rocks at X Point"
Just put a region where they will spawn and link that region. Put a point where you would want the rocks to spawn and link that up. I've never tried to do that with doodads or anything but that should work as far as I know.
Hope that helps