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    posted a message on Prevent Item Usage

    I'm just wondering if there's any way to prevent a unit from using an item if that item is not in the correct item container?(Example: Unit A has 2 inventories. Item B is in Inventory 2.)

    Posted in: Data
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    posted a message on Multiple Units with Inventory screws Inventory UI

    Just as the title says: I have multiple units with different complex inventories. While the inventory slots are "correct", the way the slots appear on the inventory UI is screwed up as they interlace when u select one unit after another. (For example, selecting unit A first will show it's inventory correctly. However when u switch to Unit B, the inventory slots that "appear" are mixed in with the previous unit's inventory slots. You can use Unit B's REAL inventory slots correctly, but u can't use the slots that appeared from Unit A's. You can only see them)

    Anyone know if there's a way to fix this?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Question About Actor Animation Bracket

    Hi, i've been trying to get this "Sentry Shield" model animation to work but i've been having troubles with it. What i did was that i set in the model's actor Events that if the unit takes damage, it will trigger an "Anim Bracket Stop" action if the unit has 0 shields(using a validator). This one worked perfectly fine. However, when i tried to reactivate the animation with "Anim Bracket Resume" or "Anim Bracket Start"(with the proper parameters) using the same event(but this time checking if the unit has shields left), it didn't work. Someone help me with this?

    Posted in: Data
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    posted a message on Issue with Strafing units

    I have this issue with strafing units(a.k.a interceptors) that possesses a weapon(other than it's strafing weapon) that has the ability to fire at targets within its firing arc even though that target is not being attacked by the strafing unit. However, when combined with the Strafe ability, this weapon will not fire automatically unless the Strafing unit targets an opponent. Is there anyway to solve this issue?

    If you have trouble understanding what i'm getting at above, in short it's like this: Carrier A has 5 EXTERNAL Interceptor Bs that has Weapons C with a 360 degree firing arc and with Continuous Scan. However, when Carrier A is moving, Weapons C on Interceptor Bs do not scan for targets automatically.

    Posted in: Data
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    posted a message on Moving Items with Trigger bug

    I've encountered this weird bug with the "Move Inventory Item" trigger. Note the following conditions regarding this issue:

    1) The item container affected is the SECOND container in the unit's inventory. 2) The said item container is a complex container.

    The situation: 1) I attempted to create several items and move them to specific slots within a unit's inventory, in its second container. 2) The first three attempts to slots 3, 6, and 10 of container 2 was successful. 3) However, when attempting to send the items to slots 21 and 25, the items were not relocated! In fact, i've tried moving them to any slot between 21-30 but nothing worked.

    Has anyone else encountered this bug? I've tried rewriting the triggers and even give "Wait" actions in between item creations, but nothing worked.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Trigger] Arrangement-Sensitive Inventory Retention Tutorial

    Hi! Just wanted to check: The latest updates on the editor included a "Inventory Item Index" parameter. Is this function checking for the index of the item within a container slot?(meaning it has fixed the problem discussed in this thread)

    EDIT: Nvm. Just found that it's a different thing.

    Posted in: Tutorials
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    posted a message on Hero UI Alignment

    @RageQit: Go

    Urgh. Nvm.

    Soul: The unit needs to be a hero. And i'm trying to avoid having the inventory on the left. Guess i have no choice.

    EDIT: It's alright, i'll just remove the Hero UI entirely via the Show/Hide UI Frame trigger.

    Posted in: Data
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    posted a message on Hero UI Alignment

    @RageQit: Go

    Erm no because the Hero Icon will automatically pop-up if my unit is a hero. Why make another one when there's one already there? The only reason why i want to change it's position is coz it's conflicting with the position of my unit's inventory.

    Posted in: Data
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    posted a message on Hero UI Alignment

    @RageQit: Go

    Err no i don't think so. I'm pretty good with triggers too but i don't remember seeing anything that changes the position for the Hero UI. Care to enlighten me if you do?

    Posted in: Data
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    posted a message on Hero UI Alignment

    Is it possible to change the alignment/position of the Hero UI(The icon+health bar on the right of the screen)? I've tried searching the Game UI tab in the Data Editor but i can't find anything. I'm pretty sure you SHOULD be able to adjust it. =/

    Posted in: Data
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    posted a message on Pulling Effect

    hmm one problem though: I want to use this effect on the target that is cast from a casting unit over a period of time. I've tried using a Create Persistent effect and Behaviours(this one because behaviour considers the target to be the source of the pull) but neither worked. Any suggestions?

    Posted in: Data
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    posted a message on Pulling Effect

    Is there an effect that i can use to "pull" a target closer to the caster by a certain distance without using triggers?

    Posted in: Data
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    posted a message on Question about Effects

    @BorgDragon: Go

    No i get you. But you're not getting the whole picture. Of course i know i can just duplicate the weapon 5 times to get the effect i want. However, for all purposes this method is not efficient. The problem here is that the unit can change its weapons at any time during the game. For example, if the unit initially has 5 Lasers and 2 missiles, it can just as easily change to 3 lasers, 5 missiles, and 1 cannon. You get the idea here?

    Posted in: Data
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    posted a message on Question about Effects

    @TheAlmaity: Go

    I need it to be mathematically calculated. Like i said, it has to be in the angle from the position of the attacking unit to the position of the damaged unit. As for your trigger solutions:

    1) This shouldn't be the problem as the trigger works fine with multiple different units firing the same weapon at the same time. It just doesn't work if it's multiple weapons on the same unit.

    2) I AM using "Unit Takes Damage" event. The others won't work purely because there's no way to detect an attacking weapon/turret; i have multiple weapons that depend on this trigger; and using any other way will only lag the map.

    3) Won't work because of the map's game system.

    Posted in: Data
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    posted a message on Question about Effects

    Ok fine, basically what i want to do is this:

    The Trigger will detect whenever a unit takes damage from a certain damage effect(that comes from a weapon), and will then cast ANOTHER effect from the damaging unit, on a target location that is offset a certain distance in the direction of the damaged unit from the damaging unit. Got it so far? The problem here is that if the attacking unit has multiple weapons of the same type(irregardless of turret placement), the trigger will only fire as if there was one.

    Posted in: Data
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