bucket load you say? Well I already found the actions causing them.There's over 30 of them and they all involve modifying dialog items (image, test, color. etc )
Hey, after the patch I'm getting these errors for a few dialog buttons. They're from actions where I set dialog item text, button, image, etc. What's the cause of them and how do I fix them?
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsText' (value: 128)
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsBool' (value: 87)
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsColor' (value: 88)
Hi! Hmmmm, always thought I had a clear understanding of how it works, but only tested it in single player. When I went on Bnet to test it, the other player did not move. Just wondering if I'm doing something wrong.
Cool, thanks a lot for the tips. I think terrain in general is just not something I can't get into, not sure why :). But, I do like putting doodads together. Especially like how Maxsvard does it. Main concern is sculpting the terrain with cliffs and trees to make everything look natural. Think that's really what I need help with.
Hey everyone, I'm having trouble finishing my terrain cause I'm not very good at it and want to give up. Was wondering if someone would like to help me finish it so I can move on to the gameplay. The goal is to make a city so the terrain is urban/ suburban with different districts. I attached a top view of what i have so far (you can see there's some doodads scattered around). Also, part of a block that I almost finish.
what about combining the two concepts of using hotkeys and trigger events? So use what you have here for the 'no lag' and use the 'Key pressed' event to back it up in order to keep track of what keys are pressed down/up so you can have that 8-way directional.
Also, does using the ctrl group keys follow the dummy units giving it that stutter?
Oh, one more thing. Is there a different in delay between control groups and abilities? if not then you can still have dummy abilities that apply buffs which can be constantly checked by that movement trigger.
thanks, that did work but i guess the real trouble are the slots. since their are multiples variations of the buildings, under 'materials', some have 5 and some have 1. with Base01_ as a prefix it only seems to change the pipes and not the whole building but they use the same diffuse. I'm not understanding how to switch between slots.
Hmmm. how do I change the lights for these buildings, do I have to the thing with Texture Select By ID? If so how would I do that with this specific model? went through the tutorial but couldnt get it for this model.
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@Kafoso: Go
bucket load you say? Well I already found the actions causing them.There's over 30 of them and they all involve modifying dialog items (image, test, color. etc )
ones like that. Funny thing is it is specific to only 2 dialog items
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Hey, after the patch I'm getting these errors for a few dialog buttons. They're from actions where I set dialog item text, button, image, etc. What's the cause of them and how do I fix them?
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsText' (value: 128)
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsBool' (value: 87)
Trigger Error in 'auto_gf_GameUIUpdate_TriggerFunc': Could not get 'triggerControl' from parameter in 'DialogControlSetPropertyAsColor' (value: 88)
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@KratsAU: Go
yeah, it sure fixed it on NA
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How do you offset this offscreen? Cant find it anywhere in Infopanel
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Which one is it for the tooltip? It looks like it'a anchor to the wire frame, but I really can't find it.
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Hi! Hmmmm, always thought I had a clear understanding of how it works, but only tested it in single player. When I went on Bnet to test it, the other player did not move. Just wondering if I'm doing something wrong.
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Just got over mine :)
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@Mozared: Go
oh man! how did i miss that?! haha would've helped me out a while back, oh well
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@Reaper872: Go
I agree, havent seen a really detailed city in maps yet. Only that one clip from the cinematic contest.
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Cool, thanks a lot for the tips. I think terrain in general is just not something I can't get into, not sure why :). But, I do like putting doodads together. Especially like how Maxsvard does it. Main concern is sculpting the terrain with cliffs and trees to make everything look natural. Think that's really what I need help with.
Anyways, I'll definitely ask around.
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Hey everyone, I'm having trouble finishing my terrain cause I'm not very good at it and want to give up. Was wondering if someone would like to help me finish it so I can move on to the gameplay. The goal is to make a city so the terrain is urban/ suburban with different districts. I attached a top view of what i have so far (you can see there's some doodads scattered around). Also, part of a block that I almost finish.
PM me if you'd like to help :)
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@gamfvr: Go
what about combining the two concepts of using hotkeys and trigger events? So use what you have here for the 'no lag' and use the 'Key pressed' event to back it up in order to keep track of what keys are pressed down/up so you can have that 8-way directional.
Also, does using the ctrl group keys follow the dummy units giving it that stutter?
Oh, one more thing. Is there a different in delay between control groups and abilities? if not then you can still have dummy abilities that apply buffs which can be constantly checked by that movement trigger.
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@nevjmac: Go
it could work if you change the hotkey in the text module
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@DrSuperEvil: Go
thanks, that did work but i guess the real trouble are the slots. since their are multiples variations of the buildings, under 'materials', some have 5 and some have 1. with Base01_ as a prefix it only seems to change the pipes and not the whole building but they use the same diffuse. I'm not understanding how to switch between slots.
0
Hmmm. how do I change the lights for these buildings, do I have to the thing with Texture Select By ID? If so how would I do that with this specific model? went through the tutorial but couldnt get it for this model.