Leaver
Events
Player - Player Any Player leaves the game with Any
Local Variables
Conditions
Actions
Unit Group - Remove all units from (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
All you have to do is set the width of the bar to a ratio based on the maximum width of the bar and the current/maximum exp of the player...
So say your exp is 100/1000. set percent = 100/1000
that comes out to .1
so then set the dialog size to (385*.1,height)
This will make the bar be 10% of its full width, therefore representing you have 10% of the required XP.
Hopefully this helped, kind of short on time so I simpled it up pretty amazingly. Lol.
Using this, the xp bar begins at half when gaining a level.
Let's say at level 1 you need 100 exp to gain a level. At level 2 you need 200 exp to the next level, and have 100 exp from level one. I need 100exp to be 0% of the bar width so it starts over.
Hi there, i need help to come up with a formula for my xp bar made from dialogs. Not the standard one but a custom one using images.
The maximum width of it is 385. I've been twisting and turning just to come to the conclusion i suck at math.
Please help!
Can't you just use the "Model Swap" actor messege in triggers? And keep track of it using an integer or something.
EDIT: Checked it out in the editor. I used: [Animation - Turn animation properties A on for (Actor for Unit)] to make the battlecruiser have the yamoto and used [Animation - Clear all animation properties for (Actor for Unit)] to cancel it.
Doesn't this work with "Attach Model to Unit" as long as you use OneShotSpellFX models? And if you want to place it at a point i suggest using a transparent dummy unit to place the effect on.
What you want to do is make a periodic trigger that set the camera's rotation +180 degrees.
Ex:
Events: Timer - Every X seconds of Game Time
Conditions:
(Use Apply camera object property trigger here)
Actions: Camera - Apply camera object ROTATION ((Current Camera yaw of player 1) + 180) for player 1 over X seconds with Existing Velocity and 0% deceleration.
Hi there, i wanna make my trigger wait the weapon period of my unit.
Let's say i have a marine, his gun fires bullets for 1.3 seconds (Weapon - Stats - Period: 1.3). I wanna make my trigger wait, depending on that value.
I'm guessing it's gonna be the "Value from data table (Real)", but i dunno how to specify the paths.
AAAaaaand, i would like this to work for different units using variables.
I'm looking for an explanation why the camera acts the way it does in the Corridor. It happens when i use the "Camera - Make Camera look at and follow UNIT." trigger.
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Leaver Events Player - Player Any Player leaves the game with Any Local Variables Conditions Actions Unit Group - Remove all units from (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)
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Thanks for the asssist :D
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Using this, the xp bar begins at half when gaining a level.
Let's say at level 1 you need 100 exp to gain a level. At level 2 you need 200 exp to the next level, and have 100 exp from level one. I need 100exp to be 0% of the bar width so it starts over.
0
Hi there, i need help to come up with a formula for my xp bar made from dialogs. Not the standard one but a custom one using images. The maximum width of it is 385. I've been twisting and turning just to come to the conclusion i suck at math. Please help!
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What's the deadline on this? I'm going away over the weekend and would really like to give this a go.
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Can't you just use the "Model Swap" actor messege in triggers? And keep track of it using an integer or something.
EDIT: Checked it out in the editor. I used: [Animation - Turn animation properties A on for (Actor for Unit)] to make the battlecruiser have the yamoto and used [Animation - Clear all animation properties for (Actor for Unit)] to cancel it.
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I want to display 01 instead of just 1 in a dialog label when converting an integer to text. Is it possible without alot of IFs?
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I did this in the cutscene editor to show what i mean. But i wanna do this using triggers ingame. Is it possible? (Prefer GUI tiggers)
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As i said, the trigger used is in the camera category and called "Apply Camera Property"
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Doesn't this work with "Attach Model to Unit" as long as you use OneShotSpellFX models? And if you want to place it at a point i suggest using a transparent dummy unit to place the effect on.
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What you want to do is make a periodic trigger that set the camera's rotation +180 degrees.
Ex:
Events: Timer - Every X seconds of Game Time
Conditions:
(Use Apply camera object property trigger here)
Actions: Camera - Apply camera object ROTATION ((Current Camera yaw of player 1) + 180) for player 1 over X seconds with Existing Velocity and 0% deceleration.
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Thanks alot!
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Hi there, i wanna make my trigger wait the weapon period of my unit. Let's say i have a marine, his gun fires bullets for 1.3 seconds (Weapon - Stats - Period: 1.3). I wanna make my trigger wait, depending on that value.
I'm guessing it's gonna be the "Value from data table (Real)", but i dunno how to specify the paths. AAAaaaand, i would like this to work for different units using variables.
NOTE: Units only have ONE weapon each.!!
Imaginary Trigger
Wait - [Period] of [Triggering Unit]'s Weapon
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There is no ceiling nor colission. I've tried several different angles. Thanks though. :>
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I'm looking for an explanation why the camera acts the way it does in the Corridor. It happens when i use the "Camera - Make Camera look at and follow UNIT." trigger.