I've never made a WASD movement trigger, but I would assume that a loop would be a better solution. Unless of course you need to do something very different for each player (or whatever the instance is your changing). Generally anything repetitive can be done in some easier way (define a function, use a loop, etc.). But perhaps said movement triggers are different in this regard - that I don't know.
Hi, I'm trying to make a short animation at the start of my game where an exploding battlecruiser crash lands. However, this should then become a unit which players will be able to move to and 'purchase' items from. There is a model in the campaign that works well for this purpose, "Battlecruiser Hero - Helios (Crashed)".
The issue is this; the model should land in a particular spot, however the death/dead animations cause the ships visual location to be shifted from where other units 'see' the ship (right clicking the ship with a friendly unit causes it to move to the spot the ship hit when it crashed, not where it is now).
So I guess the question is, is there a way to make commands which target the wrecked battlecruiser (e.g. follow) point to a different location? Or does anyone know a better fix for this problem?
The code I have (if it helps) is essentially:
Unit-Create1BattlecruiserHero-Helios(Crashed)forplayer0at(Top-rightof(Playablemaparea)bounds)facingRescueSpawn(NoOptions)Variable-SetTheRescue=(Lastcreatedunit)Unit-ChangeTheRescueheightto32.0over0.0secondsAnimation-PlayStandanimationfor(ActorforTheRescue)asDefault,usingNoOptionsoptionsandDefaultTimeblendtimeUnit-OrderTheRescueto(Movetargeting(RescueSpawnoffsetby8.0towards(Top-rightof(Playablemaparea)bounds)))(ReplaceExistingOrders)------- Offset by 8 to make it end up closer to where it should -------Unit-ChangeTheRescueheightto0.0over7.0secondsGeneral-Wait7.0GameTimesecondsAnimation-PlayDeathanimationfor(ActorforTheRescue)asDefault,usingNoOptionsoptionsandDefaultTimeblendtimeGeneral-Wait3.5GameTimesecondsAnimation-PlayDeadanimationfor(ActorforTheRescue)asDefault,usingPlayForeveroptionsandDefaultTimeblendtime
Where the map size is 64x64 and RescueSpawn is a point close to the centre of the map.
It seems to be a loading screen issue - mine was set up differently to Acemore's (wait for key was checked!), but nevertheless I found resetting the loading screen to defaults fixed the problem.
Catalog Field Set you say - I'll look into it, haven't really looked at the catalog stuff. Changing it for every unit is fine for me, since the player should only have one unit in this game (or, at least, only one with an inventory). As long as it doesn't change for every player.
Hi, I'm wondering how I can change the model used for an item container depending on what hero has the container (I'm guessing through triggers). Sounds trivial, but I can't seem to find how. Also, the 'empty face' for the slots, how can I make different empty faces for weapons/armour slots etc. the field under slots doesn't seem to affect anything?
I've only got four different hero types atm, so if I have to make four different containers that's do-able, just not the 'ideal' method.
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@zeldarules28: Go
I've never made a WASD movement trigger, but I would assume that a loop would be a better solution. Unless of course you need to do something very different for each player (or whatever the instance is your changing). Generally anything repetitive can be done in some easier way (define a function, use a loop, etc.). But perhaps said movement triggers are different in this regard - that I don't know.
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Hi, I'm trying to make a short animation at the start of my game where an exploding battlecruiser crash lands. However, this should then become a unit which players will be able to move to and 'purchase' items from. There is a model in the campaign that works well for this purpose, "Battlecruiser Hero - Helios (Crashed)".
The issue is this; the model should land in a particular spot, however the death/dead animations cause the ships visual location to be shifted from where other units 'see' the ship (right clicking the ship with a friendly unit causes it to move to the spot the ship hit when it crashed, not where it is now).
So I guess the question is, is there a way to make commands which target the wrecked battlecruiser (e.g. follow) point to a different location? Or does anyone know a better fix for this problem?
The code I have (if it helps) is essentially:
Where the map size is 64x64 and RescueSpawn is a point close to the centre of the map.
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@Timthetoolman: Go
Thats what I was saying here. Does anyone know why this is happening? The error is some sort of authorization issue.
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Sorry to bump my own thread (I hate it when people do that :p), but nobody else has this problem? Really?To anyone actually reading this post, please just test this quickly and tell me whether yours is doing the same. That'd be great, thanks.It appears other people are experiencing this issue also, does anyone know why this is happening? Does Blizzard? :p
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I have noticed that custom dialogs don't seem to be working. For example, the following does not work:
I receive an error - "Calling 'UIShowCustomDialog' is not authorized".
Is anyone else noticing this problem? It seems custom dialogs are completely unusable at the moment.
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It seems to be a loading screen issue - mine was set up differently to Acemore's (wait for key was checked!), but nevertheless I found resetting the loading screen to defaults fixed the problem.
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Ah yes, the catalog is more or less what I was looking for. Can't believe I didn't know about that stuff, it's awesome!
Only trouble I had was getting the string of the unit to set it to :s there's no 'text-to-string' only 'string-to-text'. Ended up with:
Which seems to work perfectly.
Thanks!
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@RileyStarcraft: Go
Catalog Field Set you say - I'll look into it, haven't really looked at the catalog stuff. Changing it for every unit is fine for me, since the player should only have one unit in this game (or, at least, only one with an inventory). As long as it doesn't change for every player.
I'll get back to you on whether or not it works.
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Hi, I'm wondering how I can change the model used for an item container depending on what hero has the container (I'm guessing through triggers). Sounds trivial, but I can't seem to find how. Also, the 'empty face' for the slots, how can I make different empty faces for weapons/armour slots etc. the field under slots doesn't seem to affect anything?
I've only got four different hero types atm, so if I have to make four different containers that's do-able, just not the 'ideal' method.
Thanks.