You're referring to the library that I helped with, right? It should be
able to handle this
From what I understand of your problem, you're not going about it
correctly. You can't use triggers to 'click' an item once and get a
targeting cursor. I don't believe triggers let you modify the player's
cursor like that.
You can click the dialog button, then register a "mouse is clicked"
event, and use the library to issue an order on the item and target the
location the mouse was clicked.
If what you say is true (that you cant change the cursor via triggers - makes sense) then do you think you could create a dummy target ability (that has that targeting cursor) that would do the same ?
Kind of like :
-Player presses dialog buttons -> dummy ability on (you currently see that cursor) -> player clicks on the ground and sends (x,y) position to the item trigger ?
I'm gonna try this later when I work on my map :) Hopefully it will work!
Hello everyone, I've pretty much browsed all the current threads on this subject... I've tried that item library...without any luck...
So I was wondering if there was anyone who had found a solution to **"immitate" clicking on an item icon that is in the unit's inventory** via triggers.
Basicly, I'm trying to set up a trigger that fires when a player clicks on a dialog button, and it will let the player select the location to throw the missile.
I'm kinda confused about what you're exactly trying to do and I apologize if you've already looked into it but have you tried the "pause timer" trigger ? If so, wouldn't a trigger like this work ?
(In the main trigger:) Run <Weather Engine> Storm Trigger
then
<Weather Engine> Storm
Events
***Blank****
Local Variables
theStorm = <none>
Conditions
Actions
Sound - Play BlastedLandsLightningbolt01Stand-Bolt for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Create actor "GIANT STORM"
set variable theStorm = last created actor
wait 120seconds realtime
Destroy theStorm
==============================
and possibly even easier: Solution B (if it's possible to create a unit with a weather actor), make a unit with a timelife behavior
something like Unit -> unit's behavior -> "stormtimed life"
and in the behavior tab set that behavior's duration to "120seconds" and the effect when it expires to "Kill (generic)"
(you can check the mule for an example of timelife)
<<quote 173172>>
Ok...But there should be a drop down menu on the right side or something. (I know you can do everywithg w/o the buttons but still )
<</quote>>
You're an imbecile.
As everyone already said:
1) Hit ctrl-f9
2) Buy a better monitor
3) stfu
ok let me re-explain what I'm trying to do, hopefully this will be clearer:
Unit has BEHAVIOR A -> ANIMATION A: ON
Unit gains BEHAVIOR B -> ANIMATION B: ON, ANIMATION A: OFF
BEHAVIOR B expires -> ANIMATION B: OFF, ANIMATION A: ON
Hello everyone, I am trying to temporarly remove all actors attached to a unit when a certain behavior is ON and to attach them all back when the behavior goes OFF
to give you more details... I have a yellow glow on my zealot and when he transforms into a different form, I want all the current glows to be removed and when he goes back into his original form the yellow glow comes back.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
hopefully this will be clearer:
Unit has BEHAVIOR A -> ANIMATION A: ON
Unit gains BEHAVIOR B -> ANIMATION B: ON, ANIMATION A: OFF
BEHAVIOR B expires -> ANIMATION B: OFF, ANIMATION A: ON
ps: by animations I mean persistent FX actors :)
------------------------------------------------------------------------------------------------------------------------------------------------------------------
you can make an actor event that lowers the time scale of global or specific animations.
it's called AnimationSetTimeScale i think. the lower the number the slower the animation plays.
ex. AnimationSetTimeScale 0.5 would play the animation at half speed.
Fine, but how would you make the animation speed change at a certain time ? (Like to skip the first 2seconds you would do speed 1000x and at 2sec you change the speed to 0.001%)
Bumping this thread instead of creating a new one...
Yiff, I've tried your method and it doesn't work for me.
What I'm currently trying to do is to get a part of the baneling's death animation ( I want half of it only and I want the "green liquid/blood" on the ground to be displayed for X amount of time)
have anyone been able to do this (cut and pause an animation at a given time)? I could use some help!
as for the video, was really cool but I think it was a little bit long. I gotta say I'm a big fan of the "matrix" effect. In the zealot part I would have made it so it goes really fast we he sprint's to the roaches and as soon as he "thunderclap" it slows and when it hits the roaches, back to normal speed. Same thing with the rangers: running real fast and every he aims, slow it.
overall, it looks really good! looking foward your map :)
<<Quote from RileyStarcraft:>>
The hell does that have to do with anything I said?
<</quote>>
I beleive you've said
Quote from from RileyStarcraft::
They didn't share your name, YOU did by posting on their forums.
I was simply stating that it doesn't encourage smart posters. I do agree it wasn't really refering to the main point of your previous post, even though I beleive removing anonymity over the internet is a privacy concern.
Quote from from RileyStarcraft::
Grats on pointing out something that has absolutely nothing to do with this thread. The in-game implementation of Real ID may have privacy holes but that's totally irrelevant to requiring people to sign forum posts with their real name.
Calm down, I thought we were discussing real ID in all it's implementation. I apologize if I offended by voicing my opinion on the core subject. Here have a valium.........
I think I understand your problem, and I beleive if you gave us more information about your map and how it works, it could easily be solved.
If I understand you right, you would need something like :
1) A global variable named: "textTags", type: text tag, set it to array and put the size to let say 100 (I dont know what is the limit in SC2).
2) A global variable named: "numberOfTextTags": type: interger, initial value = 0 (this will be counting the numbers of text tags that were handed out between the wipes
3) Your normal trigger that hands out the text tags:
ie:
Event: "unit does this"
Action: - Create text tag "hello"
- set variable "textTags[numberOfTextTags]" = last created text tag
- attach last created text tag to triggering unit
- numberOfTextTags = numberOfTextTags + 1 (<<< this is the arithmetic function)
4) Your second trigger that wipes the text tags: (this is a loop that will wipe the array "textTags" which stored all the previous tags in itself
ie:
Event: "Unit dies"
local variable: localClearingCounter = 0 (integer)
Action: - WHILE "localClearingCounter" < numberOfTextTags DO
-Destroy text tags "textTags[localClearingCounter]"
- set variable "numberOfTextTags = 0" (to reset it, you dont have to refresh the local variables as they will reset themselves when the trigger fire itself)
I know that can be messy to understand, but hopefully it helped a bit.. good luck and don't hesitate to ask if you need more help.
ps: global variable are set in the left pannel (where you see triggers) while local variable are set INSIDE the triggers (in the right pannel, those cannot be accessed by other triggers)
0
If what you say is true (that you cant change the cursor via triggers - makes sense) then do you think you could create a dummy target ability (that has that targeting cursor) that would do the same ?
Kind of like :
-Player presses dialog buttons -> dummy ability on (you currently see that cursor) -> player clicks on the ground and sends (x,y) position to the item trigger ?
I'm gonna try this later when I work on my map :) Hopefully it will work!
0
Hello everyone, I've pretty much browsed all the current threads on this subject... I've tried that item library...without any luck...
So I was wondering if there was anyone who had found a solution to **"immitate" clicking on an item icon that is in the unit's inventory** via triggers.
Basicly, I'm trying to set up a trigger that fires when a player clicks on a dialog button, and it will let the player select the location to throw the missile.
All kind of help appreciated!
Thanks,
-Koro
bump
0
I'm kinda confused about what you're exactly trying to do and I apologize if you've already looked into it but have you tried the "pause timer" trigger ? If so, wouldn't a trigger like this work ?
(In the main trigger:) Run <Weather Engine> Storm Trigger
then
<Weather Engine> Storm
Events
***Blank****
Local Variables
theStorm = <none>
Conditions
Actions
Sound - Play BlastedLandsLightningbolt01Stand-Bolt for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Create actor "GIANT STORM"
set variable theStorm = last created actor
wait 120seconds realtime
Destroy theStorm
==============================
and possibly even easier: Solution B (if it's possible to create a unit with a weather actor), make a unit with a timelife behavior
something like Unit -> unit's behavior -> "stormtimed life"
and in the behavior tab set that behavior's duration to "120seconds" and the effect when it expires to "Kill (generic)"
(you can check the mule for an example of timelife)
Hopefully that helps and if it doesnt sorry :3
Good luck mate!
0
<<quote 173172>>
Ok...But there should be a drop down menu on the right side or something. (I know you can do everywithg w/o the buttons but still )
<</quote>>
You're an imbecile.
As everyone already said:
1) Hit ctrl-f9
2) Buy a better monitor
3) stfu
0
Hopefully that also means they're working on fixing the bnet lag so we can play some ASWD games!
0
bump :)
0
@happy04
ok let me re-explain what I'm trying to do, hopefully this will be clearer:
Unit has BEHAVIOR A -> ANIMATION A: ON
Unit gains BEHAVIOR B -> ANIMATION B: ON, ANIMATION A: OFF
BEHAVIOR B expires -> ANIMATION B: OFF, ANIMATION A: ON
0
Hello everyone, I am trying to temporarly remove all actors attached to a unit when a certain behavior is ON and to attach them all back when the behavior goes OFF
to give you more details... I have a yellow glow on my zealot and when he transforms into a different form, I want all the current glows to be removed and when he goes back into his original form the yellow glow comes back.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
hopefully this will be clearer:
Unit has BEHAVIOR A -> ANIMATION A: ON
Unit gains BEHAVIOR B -> ANIMATION B: ON, ANIMATION A: OFF
BEHAVIOR B expires -> ANIMATION B: OFF, ANIMATION A: ON
ps: by animations I mean persistent FX actors :)
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Is there any ways to do this easily via events ?
Thanks in advance for your help
0
Fine, but how would you make the animation speed change at a certain time ? (Like to skip the first 2seconds you would do speed 1000x and at 2sec you change the speed to 0.001%)
0
Bumping this thread instead of creating a new one...
Yiff, I've tried your method and it doesn't work for me.
What I'm currently trying to do is to get a part of the baneling's death animation ( I want half of it only and I want the "green liquid/blood" on the ground to be displayed for X amount of time)
have anyone been able to do this (cut and pause an animation at a given time)? I could use some help!
Thanks in advance
0
am I crazy or have the changed the infestor's model a little ?
also I liked the old editor icon better :3
0
Your terrain looks amazing :3
as for the video, was really cool but I think it was a little bit long. I gotta say I'm a big fan of the "matrix" effect. In the zealot part I would have made it so it goes really fast we he sprint's to the roaches and as soon as he "thunderclap" it slows and when it hits the roaches, back to normal speed. Same thing with the rangers: running real fast and every he aims, slow it.
overall, it looks really good! looking foward your map :)
0
@7H3LaughingMan: Go
Grats man!
I beleive I Never had the chance to thank you for your icon tutorial :D!
0
@RileyStarcraft:
<<Quote from RileyStarcraft:>>
The hell does that have to do with anything I said? <</quote>>I beleive you've said
I was simply stating that it doesn't encourage smart posters. I do agree it wasn't really refering to the main point of your previous post, even though I beleive removing anonymity over the internet is a privacy concern.
Calm down, I thought we were discussing real ID in all it's implementation. I apologize if I offended by voicing my opinion on the core subject. Here have a valium.........
0
@gemGreg, excuse my delayed answer :3
I think I understand your problem, and I beleive if you gave us more information about your map and how it works, it could easily be solved.
If I understand you right, you would need something like :
1) A global variable named: "textTags", type: text tag, set it to array and put the size to let say 100 (I dont know what is the limit in SC2).
2) A global variable named: "numberOfTextTags": type: interger, initial value = 0 (this will be counting the numbers of text tags that were handed out between the wipes
3) Your normal trigger that hands out the text tags:
ie:
Event: "unit does this"
Action: - Create text tag "hello"
- set variable "textTags[numberOfTextTags]" = last created text tag
- attach last created text tag to triggering unit
- numberOfTextTags = numberOfTextTags + 1 (<<< this is the arithmetic function)
4) Your second trigger that wipes the text tags: (this is a loop that will wipe the array "textTags" which stored all the previous tags in itself
ie:
Event: "Unit dies"
local variable: localClearingCounter = 0 (integer)
Action: - WHILE "localClearingCounter" < numberOfTextTags DO
-Destroy text tags "textTags[localClearingCounter]"
- set variable "numberOfTextTags = 0" (to reset it, you dont have to refresh the local variables as they will reset themselves when the trigger fire itself)
I know that can be messy to understand, but hopefully it helped a bit.. good luck and don't hesitate to ask if you need more help.
ps: global variable are set in the left pannel (where you see triggers) while local variable are set INSIDE the triggers (in the right pannel, those cannot be accessed by other triggers)