- Can I edit the existing UI parts (e.g. the top menu links F10-F12, add another link/rename them) or would I have to hide them and create my own custom UI?
- Can I disable key input events like F10-12 or CTRL+number? If I use a key pressed event for e.g. F10, the game menu opens and after that my own actions in the trigger get executed.
Is there a way to do "Any unit enters a distance of (real) from (unit of type x)" instead of taking a specific unit and copy-paste the event for each unit of that type?
I'm not sure I get it, sorry (maybe because it's late.. :P). You mean I have to set the unit's custom value 0 to a unique id, then create an array of the type I need and store the unit's variable of that type in the array at the "unique id" position?
I've got the event "Any unit enters a distance of (real) from (unit)" multiple times with different (units) in the same trigger. Now, the "any unit" is the one I get calling "Triggering Unit", but is there a way to find out which (unit) is the one where the triggering unit got near to?
There I want to know whether the trigger was triggered because a unit came in range of Pool 1 oder Pool 2.
My current "workaround" would be to create a trigger for each pool, but those triggers would all contain the same code with the exception of Pool 1 being Pool 2 or 3 etc. And if I change one thing, I have to update all the others... so how would I do this?
Okay, I would have hoped for a better way, but I think that's acceptable. So custom values are the way to go. I just hate that I have to memorize which index stores what value in the unit...
A Timer for example. ;) How exactly does the buff stuff work anyway? Create a new buff, store my int in "maximum stackcount" (or where?) and get it with "Stack count of behaviour on unit"? And how to change that value in the trigger editor?
Hmmm. With "Set Unit Property" I can set a few variables of that unit, but by far not all. How can I add properties to a unit? E.g. if I want to make a capturable tower and want to store the current "owner" player of that tower, how should I do this without global variables?
Edit: Okay, "Unit - Set Custom Value" goes in the right direction. But you can only set values of type real, which is quite stupid. And you have to set them all manually with the trigger editor instead of giving the unit itself a default value in the data editor - but that's not too big a problem.
So, any way to set a unit's custom value to sth. like a string or another type?
Hey there,
is there a way to create additional variables for units in the data editor? For example to store a string or number which can be set/get later with the trigger editor. I don't think I have to create global variables for each unit of that type I create to achieve that?
Actors have these tokens, there I could create additional tokens, but I don't think that that's their purpose?
Thanks!
lol nice pic. First I saw the 1:08 and thought "lol, 108min left", then I saw the 42 and thought "wow, two LOST numbers in one picture" and then I saw the other numbers and laughed out loud. :D
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- Can I edit the existing UI parts (e.g. the top menu links F10-F12, add another link/rename them) or would I have to hide them and create my own custom UI?
- Can I disable key input events like F10-12 or CTRL+number? If I use a key pressed event for e.g. F10, the game menu opens and after that my own actions in the trigger get executed.
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But "Any unit enters a distance of (real) from (unit)" needs a specific unit variable and doesn't like "unit type" variables. :(
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Any ideas?
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Thanks, that was exactly what I was looking for!
Is there a way to do "Any unit enters a distance of (real) from (unit of type x)" instead of taking a specific unit and copy-paste the event for each unit of that type?
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I'm not sure I get it, sorry (maybe because it's late.. :P). You mean I have to set the unit's custom value 0 to a unique id, then create an array of the type I need and store the unit's variable of that type in the array at the "unique id" position?
0
I've got the event "Any unit enters a distance of (real) from (unit)" multiple times with different (units) in the same trigger. Now, the "any unit" is the one I get calling "Triggering Unit", but is there a way to find out which (unit) is the one where the triggering unit got near to?
There I want to know whether the trigger was triggered because a unit came in range of Pool 1 oder Pool 2.
My current "workaround" would be to create a trigger for each pool, but those triggers would all contain the same code with the exception of Pool 1 being Pool 2 or 3 etc. And if I change one thing, I have to update all the others... so how would I do this?
0
Okay, I would have hoped for a better way, but I think that's acceptable. So custom values are the way to go. I just hate that I have to memorize which index stores what value in the unit...
0
A Timer for example. ;) How exactly does the buff stuff work anyway? Create a new buff, store my int in "maximum stackcount" (or where?) and get it with "Stack count of behaviour on unit"? And how to change that value in the trigger editor?
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Well thanks, that would be another way to store integers in a unit, but is there really no more comfortable solution (for other data types)?
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Hmmm. With "Set Unit Property" I can set a few variables of that unit, but by far not all. How can I add properties to a unit? E.g. if I want to make a capturable tower and want to store the current "owner" player of that tower, how should I do this without global variables?
Edit: Okay, "Unit - Set Custom Value" goes in the right direction. But you can only set values of type real, which is quite stupid. And you have to set them all manually with the trigger editor instead of giving the unit itself a default value in the data editor - but that's not too big a problem.
So, any way to set a unit's custom value to sth. like a string or another type?
0
Hey there, is there a way to create additional variables for units in the data editor? For example to store a string or number which can be set/get later with the trigger editor. I don't think I have to create global variables for each unit of that type I create to achieve that? Actors have these tokens, there I could create additional tokens, but I don't think that that's their purpose? Thanks!
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lol nice pic. First I saw the 1:08 and thought "lol, 108min left", then I saw the 42 and thought "wow, two LOST numbers in one picture" and then I saw the other numbers and laughed out loud. :D