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    posted a message on Real-time Progression bar Progress?

    I'm looking to make a progression bar in a dialog that progresses real-time according to the progress of an upgrade. The thing is, the way I use it, it would be too complicated to make an event that does something like, say, every 0.5 or 0.2 seconds, set progress to current progress of upgrade or so.
    Would there be an alternative to doing that?

    I'd realy appreciate any help, because it's in a rather important point of my current stage of the mpa and I can't work on things when I have problems in mind :P

    Posted in: Triggers
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    posted a message on Progression Bars & Timers

    @DivineZarathos:

    For #1: I don't see why you would actualy want to destroy it.
    Even if it's there and inactive, it doesn't bother anything (and as far as I know you can't destroy timers)
    #2+#3: Those are dialogs. Create dialogs and add a label dialog item (text) and a progress bar dialog item (Create Dialog Item -> Progress Bar)
    Move and resize the progress bar with an extra action each.
    #4: I don't think so. It's quite simple enough.
    #5: HellRoxYa's solution is good. Another idea would be to set all triggers off (right click -> uncheck initialy on) and add a big pack of [Turn (Trigger) On]
    Depends on how you feel it.

    There you go :) hope it helps you out

    Posted in: Triggers
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    posted a message on Huge trigger

    @Pfaeff:

    I thought of it actualy and, unfortunately, I can't make it work that way.
    EDIT: I just had an idea that could theoricly make it possible... I'l check out if I can do it that way.

    @AzothHyjal:

    Well do you know what's the trigger runtime limit? I would be curious to know...
    But I was mostly just asking before finishing it to know if I'd be better to split it up

    Also, the trigger is basicly a control for a dialog menu. The dialog is based around a dropdown menu, and this trigger modifies the values below it depending on the dropdown's selection. Unfortunately, what may cause the loop idea not work is that the dropdown selections sometimes need to hide some field or show some extra fields in the dialog. It could probably work without that, but I'll still see if I can work something out of it.

    Posted in: Triggers
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    posted a message on Huge trigger

    In my map, I have a really huge trigger and I'm planning to make about 5 more of that size...
    (When I say huge I mean incredibly humongous)

    Basicly, there are like 45 HUGE If/Then/Elses within the trigger.
    Would it be better to make 45 triggers to act in the same way instead? I mean would it increase editor or game speed once I'll have the whole bunch of em all at once?

    Or should I start learn scripting? :P (sry lol I dont use it yet...)

    Posted in: Triggers
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    posted a message on Battlecruiser Arena (Concept)

    I'm adding this post for extra space. I'll use it notably to post screenshots of design.

    EDIT 1: Here are the screenshots of the first armory menu. Cost is not there, I know, but I just want to represent it this way for now. You can see how you switch between weapons/systems to upgrade or buy wiht the drop-down menu. Basic properties of a weapon/system are upgradeable via the + button. The progress bar represents the percentage of upgrades bought. (Currently empty). Special upgrades appear below. Those are 1-shot upgrades that greatly influence the weapon or system. Close button is at bottom right :) . Tomorrow I'll link the switch to upgrade thermal lance and perhaps other things.

    Posted in: Project Workplace
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    posted a message on Battlecruiser Arena (Concept)

    I'm currently working on a arena-ish mpa based on huge and extremely powerful spaceships (such as battlecruisers)
    At the start of game, you can choose your battlecruiser's class. The following are currently in process:
    Titan-class (Battlescruiser)
    Hawk-class (Phoenix Hero)
    Carrier-class (Carrier)
    Black-ops-class (modified Special-ops dropship)
    and others
    I also thought of making large Zerg flyers like a Brood-king or a Leviathan
    Each battlecruiser has unique weapons, abilities and stats.

    The way it works is that everyone starts with the chosen battlecruiser with no upgrades. A the game goes on, kills reward minerals and gas. (I also thought of adding other mineral sources, for example scrap cubes that come out of scrap elevators). Also, minerals are rewarded over time (ex 5 minerals/sec or so), while gas will only be rewarded from kills. Onboard the battlecruiser itself are both a lab and an armory. At their battlecruiser's lab, players can research new technologies using their acquired gas. These technologies either confer passive bonuses or allow the creation of weapons or systems at the armory, at the cost of minerals. The armory and the lab are accessed each from an icon in the battlecruiser's command card. The cool thing is that instead of opening another command card, it opens a dialog menu ontop of the original command card. It looks realy nice ;) . Screenshots down below.

    Furthermore, there will be different game modes! The base one is Score mode. Players get score from kills and perhaps other actions and the player with the most score wins. Players randomly respawn at the different hangars around the map. Next is Survival mode. Players don't respawn, but passively get minerals and gas rewarded as they deal damage to other players and kill neutral ships around the map. Last standing wins. I had other ideas too, but I threw the paper where i wrote them down to the garbage by accident ^^. I'l add em as I get more ideas.

    The arena itself is in a scrap yard and I made up a little story around that. Basicly, members of the three races realised they could make peace by overcoming their differences and formed a coalition. Unfortunately, they also realised that they couldn't live without violence, like if the Xel'naga implanted it in their genes. To fill their thirst of blood, they created a highly violent sport where huge ships at the edge of technology fight to the death.

    That's about it. I'll add in more details as the project advances.

    (I didn't check past threads to see if something like this actualy exists, so tell me if it does :P)

    EDIT 1 after adding screenshots.

    Posted in: Project Workplace
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    posted a message on Light visible by a single player

    Bump :)

    Posted in: Miscellaneous Development
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    posted a message on Light visible by a single player

    How can I make a visual effect only visible by a single player? (In this case, it's a light)

    I want to make a light that remains on top of a marine but is only visible by the marine's owner. I thought of making an invisible unit to do the job, but I would like to know if there's another way to do that. Perhaps a way to make actors themselves only visible by a single player? I haven't searched it out in that sense but if you would have any idea of what I'm looking for I would love to know your ideas!

    Thanks in advance for any reply

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Map Initialization Problems

    Wow, I didn't know that that action worked that way, now everything works fine :) tyvm!!

    Posted in: Triggers
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    posted a message on [Data] The Uberlisk

    No no, basicly I just want an extra model attached to my unit, so I tried adapting the tutorial so I just don't make the things that are only required for turret attachments, but somehow it dosen't show up. I went with logic, but could you just specify me what I do need, what I must change and what I don't need from the tutorial to simply add the extra model? I would REALY appreciate it :)

    Posted in: Tutorials
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    posted a message on [Trigger] Map Initialization Problems

    Sorry for the late reply I had a few problems with my computer so here it is:

    Initialization
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            ------- Game Startup (Cinematic)
            Cinematics - Turn cinematic mode On for (All players) over Immediate seconds
            Player Group - Pick each player in (All players) and do (Actions)
                Actions
                    Camera - Apply North Preview for player (Picked player) over 0.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
                    General - Wait 1.7 Real Time seconds
                    Camera - Apply North City for player (Picked player) over 3.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Include Target
                    General - Wait 2.7 Real Time seconds
                    Camera - Apply North View 3 for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Include Target
                    General - Wait 1.7 Real Time seconds
                    Camera - Apply North View 1 for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Include Target
                    General - Wait 1.7 Real Time seconds
                    Camera - Apply North View 2 for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Include Target
                    General - Wait 1.7 Real Time seconds
                    Camera - Make the camera look at (Position of Main Hangar [93.86, 193.72]) for player (Picked player) over 2.0 seconds with 100% initial velocity, 0% deceleration
                    General - Wait 1.7 Real Time seconds
                    Camera - Apply (Default game camera) for player (Picked player) over 2.0 seconds with Existing Velocity% initial velocity, 0% deceleration, and Don't Include Target
                    General - Wait 1.0 Real Time seconds
                    Cinematics - Turn cinematic mode Off for (All players) over 0.0 seconds
                    UI - Clear All Messages for (All players)
            ------- Tips
            UI - Create a tip with title "Game Mechanic", description "", alert text "" and icon Assets\Textures\btn-tips-armory.dds for (All players)
            UI - Create a tip with title "Trading", description "If you are more the peaceful or mon...", alert text "" and icon Assets\Textures\btn-tips-credit.dds for (All players)
            UI - Create a tip with title "Exterior Shops", description "There are also a few shops outside ...", alert text "" and icon Assets\Textures\btn-tips-challengecounter.dds for (All players)
            UI - Create a tip with title "Repair Station", description "If your ship is damaged, which is c...", alert text "" and icon Assets\Textures\btn-techupgrade-terran-immortalityprotocol.dds for (All players)
            ------- Set Alliances
            Player Group - Add player 1 to North Team
            Player Group - Add player 2 to North Team
            Player Group - Add player 3 to North Team
            Player Group - Add player 4 to North Team
            Player Group - Add player 5 to North Team
            Player Group - Add player 6 to North Team
            Player Group - Add player 7 to North Team
            Player - Make all players in North Team treat each other as Ally With Shared Vision
            Player Group - Add player 8 to South Team
            Player Group - Add player 9 to South Team
            Player Group - Add player 10 to South Team
            Player Group - Add player 11 to South Team
            Player Group - Add player 12 to South Team
            Player Group - Add player 13 to South Team
            Player Group - Add player 14 to South Team
            Player - Make all players in South Team treat each other as Ally With Shared Vision
            ------- Special Issues
            Timer - Start Super Crane Activation as a One Shot timer that will expire in (Random real between 10.0 and 120.0) Game Time seconds
            Environment - Change the light used for time of day lighting to Custom Light Set
            Environment - Set time of day to 06:00:00
            Environment - Pause time of day cycle
            ------- Lights - Weather
    ------- 00:00:00 - Dark - Eclipse
    ------- 06:00:00 - Normal
    ------- 12:00:00 - Offset Light Boost - Solar Storm Incoming
    ------- 12:30:00 - Light Boost - Solar Storm

    Posted in: Triggers
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    posted a message on [Data] The Uberlisk

    Sorry for bumping, but this is a crucial part of my map :) (see above)

    Posted in: Tutorials
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    posted a message on [Trigger] Map Initialization Problems

    I've set-up a realy basic map initialization trigger that strangely does not work past a certain point, or sometimes he reaches other points but REALY SLOWLY for some unknown reason...
    All I have is a Cinematic Mode ON followed by a (Pick All Players and do Actions) with camera panning and then reseting to game camera
    After that is a set of Alliance setting actions, followed by light adjustment and tip creation.
    The only elements of waiting are between the different camera angles (4 of em) and all categories are separated by a comment (ex: TIPS - LIGHTING - ALLIANCES - CINEMATIC)

    There's nothing fancy and nothing to cause any problem but there still are :(
    Also, it never seems to end, as it never reaches tips creation, and thus blocks all other triggers from activating
    My guess would be that the cinematic is causing problems, so should I make another trigger for it or is there another cause?

    Posted in: Triggers
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    posted a message on [Data] The Uberlisk

    Hi, I must start by saying that I realy liked your tutorial!
    It's the most complete tutorial I've read so far: you realy explain everyting so that we can all understand correctly no matter our editing skill!
    A few little details could need a few precisions here and there but I won't complain: it's fabulous!

    Only thing is, it works very well for turret-ish attachments, but in my map I'd like to use site operations to add a hangar to my unit and I'm unsure about how to adapt what I've learned to do so. I've tried using the same base as for the turrets but unfortunately (I don't know why) it dosen't show up. Though my turrets do, so I'm wondering if (one of the only changes I made) the AMFilter thing has to be changed to something precise for this model addition.

    If not, what do you think I should be changing to make this functionnal?

    Posted in: Tutorials
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    posted a message on Me again :P - Unit in region condition

    aaah... thanks :)
    again xP

    Posted in: Miscellaneous Development
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