• 0

    posted a message on Dialog item button error. (Solved)

    @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 )

            Dialog - Set Game UI: Ability Button Images[0] image to "Buttons\\Btn_AttackDog.dds" for (Player group(playerIndex))
            Dialog - Set Game UI: Selected Ability Buttons[0] text to "A" for (Player group(playerIndex))
            Dialog - Disable Game UI: Ability Buttons[(Picked integer)] for (Player group(playerIndex))
    

    ones like that. Funny thing is it is specific to only 2 dialog items

    Posted in: Triggers
  • 0

    posted a message on Dialog item button error. (Solved)

    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)

    Posted in: Triggers
  • 0

    posted a message on Video Card driver Issue with 1.4 and Bel'Shir terrain

    @KratsAU: Go

    yeah, it sure fixed it on NA

    Posted in: General Chat
  • 0

    posted a message on Wireframe tooltip

    How do you offset this offscreen? Cant find it anywhere in Infopanel

    Posted in: UI Development
  • 0

    posted a message on Remove or Hide Labels

    Which one is it for the tooltip? It looks like it'a anchor to the wire frame, but I really can't find it.

    Posted in: UI Development
  • 0

    posted a message on Movement trigger for multiplayer (Check-up)

    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.

    Global Variables
            Mover_Forward = 0 <Integer[6]>
            Mover_Left = 0 <Integer[6]>
            Mover_Right = 0 <Integer[6]>
            Mover_Back = 0 <Integer[6]>
            Moving = 0 <Integer[6]>
            Mover_angle = 0.0 <Real[6]>
            Mover = 1.0 <Real[6]>
    
    Movement: Trigger
        Events
            Unit - Any Unit uses  Up at Effect3 - Cast stage (Ignore shared abilities)
            Unit - Any Unit uses  Down at Effect3 - Cast stage (Ignore shared abilities)
            Unit - Any Unit uses  Left at Effect3 - Cast stage (Ignore shared abilities)
            Unit - Any Unit uses  Right at Effect3 - Cast stage (Ignore shared abilities)
        Local Variables
            Angle = 0.0 <Real>
            Up = 0.0 <Real>
            Down = 0.0 <Real>
            Left = 0.0 <Real>
            Right = 0.0 <Real>
            playerIndex = 0 <Integer>
        Conditions
        Actions
            Variable - Set playerIndex = (Triggering player)
            Tech Tree - Disallow the (Triggering ability) ability for player playerIndex
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering ability) ==  Up
                Then
                    Variable - Set Mover_Forward[playerIndex] = 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering ability) ==  Down
                Then
                    Variable - Set Mover_Back[playerIndex] = 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering ability) ==  Left
                Then
                    Variable - Set Mover_Left[playerIndex] = 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Triggering ability) ==  Right
                Then
                    Variable - Set Mover_Right[playerIndex] = 1
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Mover_Forward[playerIndex] == 1
                Then
                    Variable - Set Mover_angle[playerIndex] = 0.0
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Mover_Left[playerIndex] == 1
                        Then
                            Variable - Set Mover_angle[playerIndex] = 45.0
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Mover_Right[playerIndex] == 1
                        Then
                            Variable - Set Mover_angle[playerIndex] = -45.0
                        Else
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Mover_Left[playerIndex] == 1
                    Mover_Forward[playerIndex] != 1
                Then
                    Variable - Set Mover_angle[playerIndex] = 90.0
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Mover_Right[playerIndex] == 1
                    Mover_Forward[playerIndex] != 1
                Then
                    Variable - Set Mover_angle[playerIndex] = -90.0
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Mover_Back[playerIndex] == 1
                Then
                    Variable - Set Mover_angle[playerIndex] = 180.0
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Mover_Left[playerIndex] == 1
                        Then
                            Variable - Set Mover_angle[playerIndex] = 135.0
                        Else
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            Mover_Right[playerIndex] == 1
                        Then
                            Variable - Set Mover_angle[(playerIndex)] = -135.0
                        Else
                Else
            Variable - Set Angle = 1.0
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Moving[playerIndex] == 0
                Then
                    Variable - Set Moving[playerIndex] = 1
                    General - While (Conditions) are true, do (Actions)
                        Conditions
                            Moving[playerIndex] == 1
                        Actions
                            Unit - Order Unit[playerIndex] to ( Move targeting ((Position of Unit[playerIndex]) offset by Mover[playerIndex] towards ((Current camera yaw of player playerIndex) + Mover_angle[playerIndex]) degrees)) (Replace Existing Orders)
                            General - Wait 0.01 Game Time seconds
                Else
    
    Posted in: Triggers
  • 0

    posted a message on Mapping burnout

    Just got over mine :)

    Posted in: Off-Topic
  • 0

    posted a message on Need help from a terrainer.

    @Mozared: Go

    oh man! how did i miss that?! haha would've helped me out a while back, oh well

    Posted in: Team Recruitment
  • 0

    posted a message on Need help from a terrainer.

    @Reaper872: Go

    I agree, havent seen a really detailed city in maps yet. Only that one clip from the cinematic contest.

    Posted in: Team Recruitment
  • 0

    posted a message on Need help from a terrainer.

    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.

    Posted in: Team Recruitment
  • 0

    posted a message on Need help from a terrainer.

    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 :)

    Posted in: Team Recruitment
  • 0

    posted a message on LAGLESS WASD finally solved?

    @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.

    Posted in: Triggers
  • 0

    posted a message on LAGLESS WASD finally solved?

    @nevjmac: Go

    it could work if you change the hotkey in the text module

    Posted in: Triggers
  • 0

    posted a message on Change building lights

    @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.

    Posted in: Data
  • 0

    posted a message on Change building lights

    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.

    Posted in: Data
  • To post a comment, please or register a new account.