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    posted a message on Tooltip Question

    So I've found out that a normal unit(like a marine) will display their name correctly, but items won't, which is what I need. Does anyone know how I can solve this issue and make items display a tooltip when highlighted? I'm making an rpg with a loot system and want to be able to just hover over the item to see what it is instead of clicking on it and then clicking back on the unit to regain control.

    Messed around more. Doesn't seem to effect item type units. Changed a unit to that and it still showed up. It just isn't working for the items I'm making from scratch.

    EDIT: I believe I know what's causing the problem, but at the same time I don't. The units I'm making that are from complete scratch are getting the unit/name/bogus. I'm thinking that maybe there's a "real name" section that I'm not aware of, as the units that do work are copied over from other values and changing their name how I normally do would change the real name as they are linked. Does anyone know where there could be some sort of main name? I just made a unit from complete scratch and its doing the same thing as the items, so I think that's the reason why they aren't working.

    Posted in: Miscellaneous Development
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    posted a message on Tooltip Question

    Wanted to know what I do to get unit's names to show up in the "hightlight tooltip", when you uncheck no tooltip in the unit flags. Here's an image of what I'm talking about.

    http://i368.photobucket.com/albums/oo126/Foe_89/tooltip.jpg

    All units show that bogus name. Want to know how I can change that. Thanks

    Posted in: Miscellaneous Development
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    posted a message on Removing aura from preserver unit

    Was wondering if you could add that aura to other units. I like the preserver and the aura but he doesn't have many animations.

    Posted in: Miscellaneous Development
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    posted a message on Help with locked/following camera

    Okay I found out where the issue lies.

    If I change

    Camera - Stop Following for player (Owner of (Triggering unit)) (Unit group((Triggering unit))) with the camera and Clear Current Target

    to

    Camera - Stop Following for player 1 Vehicles with the camera and Clear Current Target

    This doesn't follow both for some reason, just the unit. I think it may deal with the ownership change when I load a vehicle. When not loaded they are neutral and then loaded they are whatever player that loaded in. Now, I really would like to eventually turn this into a multiplayer map, but I don't know what I would convert "player 1" to. Help?

    Posted in: Miscellaneous Development
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    posted a message on Help with locked/following camera

    Okay I'm pretty much stuck on what to do. I've tried to have it only follow the unit, then follow it as cargo in the vehicle but everything I try still ends up with the camera wanting to follow a vehicle I'm not in anymore. The stop following/unlock actions don't seem to do anything. Going to see if it works with specific units.

    Alright I just tried this with actual units on the map and it's still not working. In my opinion it looks like the actions Unlock Camera and Unfollow aren't working how I want them to. I have it set so

    Raynor has camera on him. When Vulture loads Raynor, camera follows/locks vulture. When Vulture unloads Raynor, camera unfollows/unlocks vulture and follow/locks Raynor.

    But when I run as Raynor my camera isn't locked to Raynor. It's going between the vulture and Raynor. How can I completely remove the camera from the vulture?

    Hrmmm the actions are working... I just made a key press trigger to stop the following and it worked... Why isn't this working...

    Posted in: Miscellaneous Development
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    posted a message on Help with locked/following camera

    How could I set them to both? I'm really new to the editor and learning as I go. I have multiple vehicles so maybe there's a way to set the camera to both the unit and "transport of unit"? I assume that would lock on to whatever vehicle the unit is cargo to? I'm just not sure how I'd do both at the same time. I'll tinker around with it.

    Posted in: Miscellaneous Development
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    posted a message on Help with locked/following camera

    I hate to bump a thread but I really would like to get this figured out. I've tried a couple of different methods and they all lead back to the same issues as above.

    If anyone needs more clarifications on the problem/s let me know.

    Posted in: Miscellaneous Development
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    posted a message on Help with locked/following camera

    Hello everyone, I'm new to the map editor and want to get a working camera that's locked and follows the player's unit properly. I was using OneTwo's Hero Revival tutorial to learn how to revive my unit when he showed the lock/camera system which I really like.

    In my map I use a mounting system, so the main(and only) unit control jumps into "vehicles". I was able to get the camera to transfer over to the vehicles he jumps in, but when I unload him I get error's and the system stops working(unless I jump into another vehicles or get killed obviously). Like I said I'm new so I'm mostly experimenting to figure out how things work.

    This is my load trigger

    Events Unit - (Triggering unit) Loads cargo Local Variables Starting Unit = (Triggering unit) <Unit> Conditions Actions Unit - Change ownership of (Triggering unit) to player 1 and Change Color Unit - Make (Triggering unit) Commandable Unit - Unpause (Triggering unit) Camera - Lock camera input for player (Owner of (Triggering unit)) Camera - Follow for player (Owner of Starting Unit) (Unit group(Starting Unit)) with the camera and Clear Current Target

    This works correctly AFAIK, only tested it twice though

    (EDIT: Okay I've found an issue, although it may be due to the unload trigger not working. Whenever I leave a vehicle and jump into another one my camera will follow between the vehicle I'm in as well as the vehicles I left.)

    And this is my Unload trigger

    Events Unit - (Triggering unit) Unloads cargo Local Variables Leaving Unit = (Cargo unit in (Triggering unit) at slot 1) <Unit> Conditions Actions Unit Selection - Deselect (Triggering unit) for player 1 Unit Selection - Select (Triggering cargo unit) for player 1 Unit - Make (Triggering unit) Uncommandable Unit - Change ownership of (Triggering unit) to player 0 and Change Color Unit - Pause (Triggering unit) Camera - Lock camera input for player (Owner of Leaving Unit) Camera - Follow for player (Owner of Leaving Unit) (Unit group(Leaving Unit)) with the camera and Clear Current Target

    (EDIT: i just tried using

    Camera - Unlock camera input for player (Owner of (Triggering unit)) Camera - Stop Following for player (Owner of Vehicle Unit) (Unit group(Vehicle Unit)) with the camera and Clear Current Target

    Hoping that would fix the issue of the camera switching between vehicles I've been in but it doesn't. Used a global variable as Vehicle Unit)

    (EDIT2: I'm not sure what I can do. I did a

    Trigger - Stop all instances of Trigger

    to see if I could get rid of the camera-ing on the old vehicle but even then the camera still wants to go over it.)

    I guess "Cargo unit in (triggering unit) at slot #" isn't what I want for this, or I made a mistake with something else.

    Can anyone give me a heads up on what I need to do?

    Also, I can't for the life of me figure out how to make the camera system work at the start, only when the unit dies. I'd also like to eventually make this work as co-op or something multiplayer.

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    Are there any camera tutorials? I was watching that Hero Revival video and it has a simple lock/follow camera system, but I can't seem to make it work when the map initializes. Instead it moves between neutral units even though I have it set to player 1. Could anyone make/link a quick camera tutorial? If you could show how it would work in a multiplayer map that would be great.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Okay, so far every request I've had I've been able to figure out. Now I'm having an issue. I have a vehicle with a unit in it. When the vehicle dies I want the unit to take damage. I went into the data editor and made it so cargo doesn't die and I've tried a few triggers but I get parameter errors. If theres someone that could "turn" this into a trigger that would be helpful.

    Basically, if unit from vehicles group dies, cargo unit in unit from vehicles group takes x damage.

    Closest things I can find deal with specific units from the unit group and not any. : /

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Simple question. How do I make a unit group of random units already placed on a map? I've been using the editor for about 3 days now and this would certainly help me with what I'm trying to do. I've found the unit group variable, but the closest thing I can find to define it is "Convert unit to unit group" which only does one unit, and I need quite a few to add to it. Please and thank you.

    Posted in: Tutorials
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    posted a message on Tutorial Request

    Alright I'm pretty much new to Blizzards editors. I've been messing around with triggers and such and can't quite figure out how I'd do a certain thing. What I'm basically trying to do is get a unit to hop into a neutral vehicle, causing it to become player #'s vehicle, and then hopping out would make it neutral again. I'm using the medivac ability for the vehicles(trying out just one unit and vehicles to get it to work) and I can't seem to figure out a way to get into a neutral vehicle.

    Was also wondering if I could do this in reverse effect(to make things easier) and make the unit the "vehicle" but when he goes to "collect" a neutral vehicle he would turn into said vehicle, and then unloading should work as normal. I was thinking that this would make things easier in terms of having to edit every vehicle with a medivac ability and just make the unit have it.

    Anyways, hope someone understand what I'm saying. If you need any clarification, or if I'm overcomplicating/doing this completely wrong just let me know. Thanks

    EDIT: Okay I figured out a way to do it. I have one problem though. When I set my unit to load up into the vehicle, the vehicle moves towards the unit. I want only the unit to move towards the vehicle. I set the vehicle trigger to, when the map starts be uncommandable(I'm setting the neutral vehicles to be allies with everyone) but when you get loaded in you take over ownership, and when you leave you lose ownership. Anyone know what I need to do to make the vehicle stay completely still until the unit reaches it?

    EDIT2: Wow I figured that one out fast with the pause/unpause trigger. Okay, the last thing I think I want to know right now is how I can retarget my unit when I leave the vehicle. Currently it feels clunky as I'm still targeting the vehicle when I leave it. I'd also like to look into a fixed camera on the unit if anyone has a tutorial on that. For know I'm going to try and figure out unit groups and see if I can make thing on a more mass scale and not just with a single vehicle. This stuff is pretty fun to "program" and get working.

    EDIT3: Guess I'm just turning this into a wall of text. Got the reselection to the unit figured out. This works wonderfully. The basic concept is awesome. I think my next step is to make the neutral vehicles "void" of a portrait as well as changing sounds to the unit that jumps in. That may be a little bit more complicated. As well as that I want to be able to do this with multiple vehicles so I'll take a gander at the unit groups and see if that helps anymore. Guess I'll repost if I have any issues with these things.

    Posted in: Tutorials
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