I have a shooting trigger that reacts on the event of a player clicking left mouse button with boolean=false as condition
Then the action creates a dummy unit that shoots out some stuff
I don't want this trigger to be cast alot so to have a cooldown, I put in a "Turn current trigger off" and then "Run Reset Trigger" and set Boolean=true
The "Reset Trigger" has no event and only has 3 actions: wait 5 seconds (which is the cooldown), set boolean=false, and then turn the shooting trigger back on
Now these 2 triggers sort of work in making a cooldown for shooting, however, if the player spams the left mouse button, he can sometimes shoot multiple times at once!
What is a better way of making a trigger cooldown to prevent running the first shooting trigger more than once in succession?
For example by default, if your hero is given an order to move to the other side of the screen, and then you click and use a "instant" item, your hero will stop moving and use the item
How do you make the hero use the item and still keep moving as if item and moving were unaffected?
Right now in WASD order to move, when pressing W to move forward, instant use items cannot be used at all...have to stop in place, then use the item...
So is there a way to make instant cast items "transient" and not affect or be affected by moving?
I'm trying to get the thor hand attack launch (dont need the impact) actor/model to be created every time one of my abilities fire (targeted ability with missile)
What do I need to get the thor launch to work with my abilities?
I have tried Events: Ability.Gunshoot.Start then create
also Events: Efffect.Gunshootmissle.launch, then create
but I keep getting red message errors
whats the correct way to get the thor hand attack launch model to fire each time i use my abilities? (also the abilites are being fired from a hidden dummy unit, the thor hand attack actor model will still show right?)
Ok i took out the Turn on/off actions, the jittery movement, that kind of skips around, is from the 1 second delay of pressing right click mouselook on, and releasing the right mouse button from bnet
Hmm i think dialog image might work, but how do u choose who to show the dialog image to? it seems likes its always on for all players?
WARNING: Model CreationData Content ModelLink[ThorHandGunAttackLaunch]; Failure to initialize.
00:01:36.06 Trigger Error in 'gtGunShootammo_Func': Could not create actor: Name[ModelHosted] Content1[ThorHandGunAttackLaunch] Content2[]
is the error that sometimes happens
this is basically the trigger:
__________
Animation - Play Spell animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
Actor - Attach Thor - Hand Gun (Attack Launch) to Center on (Triggering unit)
__________
I tried the data editor, actor for thor attack, and ran into some problems with it, the flash graphic is always facing out of the units front with the data editor
but I want the flash graphic to face the direction of the ability and player camera yaw, not the units facing ( because unit can run one way and shoot at a different direction that the the camera is facing) ie the hero runs one way but he is shooting to the sides where the camera is pointed and so the muzzle flash graphic should also face that side direction
also using data editor not sure how to get rid of the impact graphic (only want the launch graphic), and its not attached to the center of the unit either, which is why i put in the triggers to attach the actor to the unit
Is there something I have to change in the thor's hand attack launch actor, to make it work 100% as an actor created by trigger action message that is attached to "center" of unit?
I made a trigger that creates an thor hand attack launch actor (sort of like a muzzle flash) attached to the "center" of triggering unit, anytime a unit uses an ability,
and the actor is killed 0.5 second later
but maybe 30% of the time when an ability is used, there is an error message in red text that says the actor cannot be created [modelhosted]thor something like that
why is it that sometimes the actor cannot be created?
Hmmm I just tested the mouselook stuff on bnet with other people, and there was some jittery, like the camera would move a little on its own, or the cursor would flicker on and off
When testing offline, there was no such issues...
Right now I just have 1 trigger for all the players:
______
UI - Player Any Player clicks Right mouse button Down.
Trigger - Turn (Current trigger) Off
Camera - Lock camera mouse relative mode On for player (Triggering player)
Camera - Turn camera mouse rotation On for player (Triggering player)
Camera - Unlock camera input for player (Triggering player)
Trigger - Turn (Current trigger) On
____
Do I need to make a separate trigger for each player? ie Right click down, and right click up triggers for all 12 players? would that stop the jittery camera mouse movement perhaps?
I'm trying out a WASD system (order unit to move), but it seems I can't use the instant items while moving (such as med kits), for abilities I can set transient, but for using the instant effect items, how would I go about doing this? I look at the inventory ability, and I don't see a place to set transient or whatnot.
Ok so I have a trigger that hides an ability whenever " Unit - Any Unit Loses Any Item"
So that should apply to whether the unit drops the item, or the item is removed by triggers right?
Well it worked for hiding a Ability (targeted)
However...Now that I changed the Ability to a (effect instant), the ability is ONLY hidden when the unit drops the item, and not if the item is removed by trigger (ammo trigger)....
Anyone know why now that I changed the ability to Instant instead of target, the ability is no longer being hidden when the item is removed by trigger (if I pickup (show ability) or drop the item (hide ability), works fine though)?
EDIT: hmmm weird, it seems switching from ability(target) to ability(effect instant) messed something up
when an item is dropped, the condition checking the item type is working and the ability is hidden
but now when an item is removed, the condition checking the item type doesnt work cause the item gets removed too fast or something
so now to fix it I just have to place another "hide ability action" in the ammo trigger
still weird that change the ability would make the trigger "timing" change
Well I'm trying out a system where holding down right mouse button allows free camera rotation, and then hotkeys are pressed to shoot at the direction of the camera Yaw of the player (no traceline needed, its just shooting at the Yaw angle, not up or down)
Hmm how would you go about constantly moving and updating the "targeting reticule" when rotation mode is enabled (ie right mouse button is held down)?
So I have a trigger with the event "Any player clicks right mouse button down"
and that enables:
Camera - Lock camera mouse relative mode On for player (Triggering player)
Camera - Turn camera mouse rotation On for player (Triggering player)
Camera - Unlock camera input for player (Triggering player)
But when that happens, the mouse cursor disappears...is there a way to keep the mouse cursor still on the screen while moving the camera around with the mouse?
0
I have a shooting trigger that reacts on the event of a player clicking left mouse button with boolean=false as condition
Then the action creates a dummy unit that shoots out some stuff
I don't want this trigger to be cast alot so to have a cooldown, I put in a "Turn current trigger off" and then "Run Reset Trigger" and set Boolean=true
The "Reset Trigger" has no event and only has 3 actions: wait 5 seconds (which is the cooldown), set boolean=false, and then turn the shooting trigger back on
Now these 2 triggers sort of work in making a cooldown for shooting, however, if the player spams the left mouse button, he can sometimes shoot multiple times at once!
What is a better way of making a trigger cooldown to prevent running the first shooting trigger more than once in succession?
0
For example by default, if your hero is given an order to move to the other side of the screen, and then you click and use a "instant" item, your hero will stop moving and use the item
How do you make the hero use the item and still keep moving as if item and moving were unaffected?
Right now in WASD order to move, when pressing W to move forward, instant use items cannot be used at all...have to stop in place, then use the item...
So is there a way to make instant cast items "transient" and not affect or be affected by moving?
0
I'm trying to get the thor hand attack launch (dont need the impact) actor/model to be created every time one of my abilities fire (targeted ability with missile)
What do I need to get the thor launch to work with my abilities?
I have tried Events: Ability.Gunshoot.Start then create
also Events: Efffect.Gunshootmissle.launch, then create
but I keep getting red message errors
whats the correct way to get the thor hand attack launch model to fire each time i use my abilities? (also the abilites are being fired from a hidden dummy unit, the thor hand attack actor model will still show right?)
0
Ok i took out the Turn on/off actions, the jittery movement, that kind of skips around, is from the 1 second delay of pressing right click mouselook on, and releasing the right mouse button from bnet
Hmm i think dialog image might work, but how do u choose who to show the dialog image to? it seems likes its always on for all players?
0
WARNING: Model CreationData Content ModelLink[ThorHandGunAttackLaunch]; Failure to initialize.
00:01:36.06 Trigger Error in 'gtGunShootammo_Func': Could not create actor: Name[ModelHosted] Content1[ThorHandGunAttackLaunch] Content2[]
is the error that sometimes happens
this is basically the trigger:
__________
Animation - Play Spell animation for (Actor for (Triggering unit)) as Default, using No Options options and Default Time blend time
Actor - Attach Thor - Hand Gun (Attack Launch) to Center on (Triggering unit)
__________
I tried the data editor, actor for thor attack, and ran into some problems with it, the flash graphic is always facing out of the units front with the data editor
but I want the flash graphic to face the direction of the ability and player camera yaw, not the units facing ( because unit can run one way and shoot at a different direction that the the camera is facing) ie the hero runs one way but he is shooting to the sides where the camera is pointed and so the muzzle flash graphic should also face that side direction
also using data editor not sure how to get rid of the impact graphic (only want the launch graphic), and its not attached to the center of the unit either, which is why i put in the triggers to attach the actor to the unit
0
Is there something I have to change in the thor's hand attack launch actor, to make it work 100% as an actor created by trigger action message that is attached to "center" of unit?
0
There is a setting in SC2 menu that makes all hotkeys on command card show
Is there a way to do this for your map though, without making people going into their SC2 menu settings?
0
I made a trigger that creates an thor hand attack launch actor (sort of like a muzzle flash) attached to the "center" of triggering unit, anytime a unit uses an ability,
and the actor is killed 0.5 second later
but maybe 30% of the time when an ability is used, there is an error message in red text that says the actor cannot be created [modelhosted]thor something like that
why is it that sometimes the actor cannot be created?
0
Quick question, I have heard that WASD trigger based maps should be locked at normal speed instead of faster speed, for better quality
is this true?
0
Hmmm I just tested the mouselook stuff on bnet with other people, and there was some jittery, like the camera would move a little on its own, or the cursor would flicker on and off
When testing offline, there was no such issues...
Right now I just have 1 trigger for all the players:
______
UI - Player Any Player clicks Right mouse button Down.
Trigger - Turn (Current trigger) Off
Camera - Lock camera mouse relative mode On for player (Triggering player)
Camera - Turn camera mouse rotation On for player (Triggering player)
Camera - Unlock camera input for player (Triggering player)
Trigger - Turn (Current trigger) On
____
Do I need to make a separate trigger for each player? ie Right click down, and right click up triggers for all 12 players? would that stop the jittery camera mouse movement perhaps?
Also, do I need those turn trigger off/on?
0
I have mappreview image in .dds format that works, but I dont have any experience with paint.net or aorta...
You said you could import the DDS files, can you actually see the image in the import manager?
I personally used Gimp (free software thats kinda like photoshop), and the Gimp DDS plugin
I can save any image format into a DDS format with compression BC3 / DXT5 in gimp, and all buttons, mappreviews loading screens have worked fine.
0
I'm trying out a WASD system (order unit to move), but it seems I can't use the instant items while moving (such as med kits), for abilities I can set transient, but for using the instant effect items, how would I go about doing this? I look at the inventory ability, and I don't see a place to set transient or whatnot.
0
Ok so I have a trigger that hides an ability whenever " Unit - Any Unit Loses Any Item"
So that should apply to whether the unit drops the item, or the item is removed by triggers right?
Well it worked for hiding a Ability (targeted)
However...Now that I changed the Ability to a (effect instant), the ability is ONLY hidden when the unit drops the item, and not if the item is removed by trigger (ammo trigger)....
Anyone know why now that I changed the ability to Instant instead of target, the ability is no longer being hidden when the item is removed by trigger (if I pickup (show ability) or drop the item (hide ability), works fine though)?
EDIT: hmmm weird, it seems switching from ability(target) to ability(effect instant) messed something up
when an item is dropped, the condition checking the item type is working and the ability is hidden
but now when an item is removed, the condition checking the item type doesnt work cause the item gets removed too fast or something
so now to fix it I just have to place another "hide ability action" in the ammo trigger
still weird that change the ability would make the trigger "timing" change
0
Well I'm trying out a system where holding down right mouse button allows free camera rotation, and then hotkeys are pressed to shoot at the direction of the camera Yaw of the player (no traceline needed, its just shooting at the Yaw angle, not up or down)
Hmm how would you go about constantly moving and updating the "targeting reticule" when rotation mode is enabled (ie right mouse button is held down)?
0
So I have a trigger with the event "Any player clicks right mouse button down"
and that enables:
Camera - Lock camera mouse relative mode On for player (Triggering player)
Camera - Turn camera mouse rotation On for player (Triggering player)
Camera - Unlock camera input for player (Triggering player)
But when that happens, the mouse cursor disappears...is there a way to keep the mouse cursor still on the screen while moving the camera around with the mouse?