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    posted a message on Create Scrolling Text?

    @s3rius: Go

    Thanks, that's perfect actually. I'm using dialogue to create the intro sequence and text crawl to create hints for the player... is there any way to change the color of the text crawl?

    Posted in: Galaxy Scripting
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    posted a message on Create Scrolling Text?

    When my map initializes, before everything starts, I want to run the background/story info first... I've tried creating dialog items, text tags, etc... but nothing works. What I'd like to do is, if you've seen Malu05's Origins map (link) before the game begins, text fades in (or looks to be typing in, one character at a time), fades out, and then the game fades in.

    Is there a simple way to do this?

    Posted in: Galaxy Scripting
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    posted a message on Corpses

    @Eiviyn: Go

    One small thing should be to change the Camera area to only the region you're in, a la the Avernus map "Ghost of a Chance".. so that the mini-map only shows the region you're in, hiding other areas of the map until they're accessible.

    Posted in: Project Workplace
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    posted a message on How to turn flash light off?

    @Dhaminater: Go

    You have to disable the behavior, either in the data editor if you never want to use it, or make a trigger... on Map Initialization disable behavior Raynor - Flashlight for Unit.

    I don't know what Tychus' flashlight behavior is called... they may both use the same one. Just look in the data editor under behaviors, find Tychus and see if there's anything for "flashlight"

    Posted in: Galaxy Scripting
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    posted a message on Easy Flashlight

    @KratsAU: Go

    I don't think there's any pre-set triggers to change the flashlight behavior of any units. Not that I'm aware of anyway... with a little tweaking this trigger is simple anyway.

    I made a more efficient one on a new map... without the actual code, from memory it looks something like this:

    Flashlight (Boolean) = false

    Event: (key) is pressed down

    Condition: If-Then-Else ... IF: NA, THEN: Set Flashlight = true, Play sound "click", Set Behavior (Raynor - Flashlight) for Unit ON. ELSE: Set Flashlight = false, Play sound "click", Set Behavior for Unit OFF.

    ...this should work, very minimal lag, at least on my map. (programmer's idea - see above posts) I'll update later with the coding for it.

    Posted in: Galaxy Scripting
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    posted a message on Changing Visibility/Reveal Radius Trigger?

    Hey guys, I've played around a bit with my flashlight function and it works great - copied Raynor - Flashlight behavior, set trigger to turn flashlight on if Q is pressed, turn it off if Q is pressed again - complete with a little 'click' each time :) - buuut... it's basically functionless, other than the fact that it shines light in the direction you face.

    What I'd like to do is, if the light is off, change the unit's reveal radius to 1-3, if the flashlight is on, change reveal radius to 6 or so. That way it seems like the flashlight is actually doing something.

    However, I haven't found a function to change unit stats on the fly, only in the data editor.

    Would it be possible to have two circular regions move around (with the unit at the center) with the unit? ie: smaller circle (flashlight off) inside larger circle (flashlight on), where ever the unit goes, the regions are moved to those coordinates. If flashlight = true, reveal radius is equal to the size of the larger circle, if flashlight = false, reveal radius is equal to the size of the smaller circle?

    Posted in: Galaxy Scripting
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    posted a message on Blending Different Tilesets?

    Hey, I'm fairly new to the Galaxy Editor, but not completely incompetent... I'm trying to make a map where units will move from outdoors to indoors. Is it possible to use two (or more) tilesets on the same map?

    EDIT: Found this:

    Any other suggestions, feel free. :)

    Posted in: Miscellaneous Development
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    posted a message on Easy Flashlight

    Oh, sweet... I still ended up having to use two triggers, Space down and then the opposite for Space up.

    Works the same and saves the FPS. Thanks!

    Posted in: Galaxy Scripting
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    posted a message on Easy Flashlight

    @progammer: Go

    It actually does create a fair amount of lag... what conditions would you suggest?

    Posted in: Galaxy Scripting
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    posted a message on Easy Flashlight

    I searched the forum and hadn't found a tutorial for a flashlight... but based on the information I did find, I messed around with the Behaviors and triggers, and I was able to create a flashlight which turns on and off by pressing the spacebar. Keep in mind I am by no means an expert, and there are probably far more efficient ways of doing this, but as a rudimentary flashlight, it works.

    First:

    • You must be creating a map with Campaign units
    • In the Data Editor, click the Behaviors tab and search "Flashlight", click Raynor - Flashlight, right-click and duplicate object, make sure to copy both Actors and Models data
    • Click your new duplicate, change the Editor - Editor Prefix to whatever unit you're using (ie: Marine -) and change the Behavior - Name to "Flashlight" or whatever.

    You now have a flashlight for your unit.

    --

    Second: Triggers! (This is what I did... if you can think of an easier way, please feel free)

    • First, create a Variable (Boolean) and call it Flashlight, leave it off.
    • Next, in your Map Initialization actions, you need to create two events: under UI > Allow/Disallow Behavior for Player ... here you want to DISALLOW the Behavior (Marine - Flashlight or whatever you called it) for Player 1 (or whatever player you're using)
    • Now, under Unit > Add Behavior (Player) ... Add 1 Marine - Flashlight to Unit from Player 1

    This initializes the behavior for your unit, but the reason you disallow it is so that upon map initialization, it doesn't flash.

    --

    Now we can assign keys or mouse-clicks to the flashlight. So:

    • Create 2 Triggers. I used the Spacebar to turn the flashlight ON, when pressed, and OFF when depressed... so name the two triggers SPACE_On and SPACE_Off
    • In SPACE_On, create an Event: UI > Key Pressed ... Player 1 presses Spacebar down with shift Allow, control Allow, alt Allow ; now under Actions, create a new Action > Set Variable ... Set Flashlight = True (this turns our Boolean Flashlight variable ON)
    • Copy/paste this into SPACE_Off
    • Change the Event to Spacebar UP and the Variable to FALSE

    Now, when the spacebar is pressed, it will initialize the Flashlight behavior, and when depressed, will cancel it.

    --

    Finally:

    • Create a new trigger called Flashlight Trigger (or whatever you want)
    • Create a new Event ... Timer > Periodic Event ... Every 0.01 seconds of Game Time (means this trigger constantly repeats to check conditions)
    • Create a new Action ... General > If Then Else ... Create a new Condition > Comparison ... Flashlight == True (if the Flashlight Boolean is ON, Then...)
    • Create a new Action under Then ... (again) UI > Allow/Disallow Behavior for Player, Allow the Marine - Flashlight behavior for Player 1
    • Create another Action under Then ... General > Skip remaining actions
    • Now, copy/paste this OUTSIDE this event, make sure to click the Actions tree and paste.
    • In the duplication, change Flashlight == FALSE and DISALLOW the Marine - Flashlight for Player 1

    -

    DONE! Your Marine, or whatever unit should now have a flashlight which turns ON when the spacebar is pressed and OFF when depressed. I hope this was easy to follow, I tried to make it as clear as possible. If you have any issues or questions, feel free.

    I'm also interested in knowing whether or not this works for other units, particularly other races. I'm sure it should, but please let me know if you try it.

    Posted in: Galaxy Scripting
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    posted a message on Remove cloak when attack
    Quote from Metrael: Go

    @kaji2: Go

    I made it the 1st way (adding remove behavior effect on weapon). But now I got another problem lol The unit is auto attacking any enemy who gets in range, so, the cloak behavior is getting off all the time. Is there any way to make the unit only attack when the player orders, instead of just auto attack anyone in range?

    If no one else has said it, the easiest way to fix this I find is to go into the Data Editor, find your Unit (Ghost, DT, etc), look for a field on the right "Combat - Default Acquire Level"... this can be set from Aggressive, Defensive and Passive. Aggressive obviously means the unit will engage anything within radius. Defensive means he should only attack when attacked, and Passive means he'll just run.

    No need for triggers. :)

    EDIT: Someone already got it lol my bad

    Posted in: Miscellaneous Development
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