no, that would accomplish what I want i guess... my issues are many actually :(
It's near the edge of the screen, but not outside of camera bounds (so that shouldn't be a problem)
The shot I want (for those of you familiar with Greek Mythology) is of Clotho sitting on a throne with all the threads of fate running into her. (for those who want a better picture just google image Clotho, you'll see many.)
So what I've done is placed a bunch of power lines around, angled them toward my Clotho unit, and want the camera in between the Power Line Poles (Doodads) and Clotho (Unit).
So in my editor I have a camera set and when I preview it or "view selected camera" everything looks fine... but I have a doodad (Power Line) just behind where my camera sits... When I go in game, all I see is the power line. :( Any suggestions?
I don't know if I want to set Occlusion to Hide, because I am trying to use the power lines in my camera shot.... just not the actual pole itself.
I tried to check don't use doodad footprint, knew it was a long shot and it doesn't seem to work either.
KrazyBlu try this... It's what I do for my map. In the camera properties change the very bottom number. Target Z Offset. I wanted my unit to be slightly offset in the camera I set. Increasing the Target Z Offset a few 10ths fixed that.
I'm still having issues with the camera being forced in to rise off following the hero when going through two cliffs. It also does it every once in a while in other places too. Anyone?
Hey guys, this one's a bit difficult to explain, but here goes...
I'm making an area in my rpg (the must have in every rpg... "DARK FOREST!") and so naturally, I am setting the lighting to night. That's the easy part... My problem is I don't want it dark for players in other parts of the map, just because someone is in the dark forest, so... I have to make access to the forest group triggered. That's fine too... but I'm running into problems creating the dialog like I want it. Here's what I have:
I've set up a dialog with a Wait! and Proceed! button on either side and text in the middle saying "it's really tough in there, you should stick together"
-When all active players click proceed, it moves all the heroes into the dark forest and changes lighting to Night.
The dialog for the triggering player works fine, but the "remaining active players" dialog does not show up. Also, if you read this post and can tell me how to display triggers better in this forum, please do... I always see what looks like a screenshot of the trigger page, but I don't know how to do that. In saying that, sorry for the poor layout of my trigger info.
Variables
Dark Forest Variables
Dark Forest Entrance Dialog Go = No Dialog <Dialog>
Dark Forest Entrance Dialog Join = No Dialog <Dialog>
Dark Forest Dialog Item Wait = No Dialog Item <Dialog Item[2]>
Dark Forest Dialog Item Proceed = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Dialog Item Text = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Proceed Count = 0 <Integer>
Active Players = (Number of players in (Active Players)) <Integer>
Triggers
Dark Forest Entrance NW Dialog
Events
Unit - Any Unit Enters Dark Forest Cave Entrance
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Trigger - Turn (Current trigger) Off
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Go = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Go
Dialog - Set Dark Forest Entrance Dialog Go to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Go for (Player group((Triggering player)))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Go with the dimensions (1100, 800)
anchored to Center with an offset of (0, 100) with the text " You are about to cross into the D..." color set to
White text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[1] = (Last created dialog item)
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Join = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Join
Dialog - Set Dark Forest Entrance Dialog Join to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Join for (Allies of player (Triggering player))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Join with the dimensions (1000, 800)
anchored to Center with an offset of (0, 100) with the text " An ally wishes to travel to ..." color set to White
text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[2] = (Last created dialog item)
Dark Forest Entrance NW Choices
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[1] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[1] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[1] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[2] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[2] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[2] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[1] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[2] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
Dark Forest Entrance NW Proceed
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Dark Forest Entrance Proceed Count == Active Players
Actions
Trigger - Turn (Current trigger) Off
Unit - Move Unit Owned By Player 1 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 1 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 2 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 2 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 3 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 3 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
Variable - Set Dark Forest Entrance Proceed Count = 0
Environment - Set lighting to Korhal Night, blending over 4.0 seconds
General - Wait 2.0 Real Time seconds
UI - Display "Entering the<c " for (All players) to Subtitle area
So I imported my custom sound (an ogg sound file) and went to sounds... add new, then added my imported sound to that sound's assets... then I went to my trigger action and chose play sound... it didn't work so I did play sound on unit... still nothing. Anyone help?
Edit* So I just noticed I have a parenthesis and a 1 after my sound file in my trigger. It looks like this:
Sound - Play Poseidon Though Zeus is (1) for (All players) on Poseidon [240.28, 10.82] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
Hi, ok... So,
I was looking for a basic tutorial for creating a custom unit using the data editor. I kindof jumped in and just duplicated a unit and started renaming things and fixing the actor models, but now I have 50 copies of each ugradr and death effect and I realized I dont know anything about the data editor really. I have a basic understanding of actors, models, behaviors, and effects, but really want to understand how to make a custom unit, top to bottom, without throwing in tons of extra crap that I don't need.
I also have an issue with the behavior valerian02incapacitated... It seems to be loading on map startup causing any unit possessing the behavior to start dead and revive for 20 seconds (the duration I set valerian to)
So what they are doing is burrowing on map startup, and then unburrowing themselves :( I just want them to stay burrowed until enemy units (the heroes) come near... then unburrow themselves and attack
0
@doite: Go
that is correct sir
0
Still having issues with this. Every time I set up my body, it works through that test, but then it just disappears. So confused :(
0
@GothiThePriest: Go
As of now I've worked around this issue, but I really would like to know an answer for future encounters.
0
@doite: Go
Nope, that didn't work... :(
0
@doite: Go
Oh cool, thanks, I'll check that out.
0
@fosere: Go
no, that would accomplish what I want i guess... my issues are many actually :(
0
So in my editor I have a camera set and when I preview it or "view selected camera" everything looks fine... but I have a doodad (Power Line) just behind where my camera sits... When I go in game, all I see is the power line. :( Any suggestions?
0
@KrayzBlu: Go
KrazyBlu try this... It's what I do for my map. In the camera properties change the very bottom number. Target Z Offset. I wanted my unit to be slightly offset in the camera I set. Increasing the Target Z Offset a few 10ths fixed that.
0
Anyone?? Please???
0
@GothiThePriest: Go
Had to set the volume for sound channel Voice (what I set my sounds as) to 100% via trigger after turning on Cinematic mode.
0
@Twinmold20: Go
I'm still having issues with the camera being forced in to rise off following the hero when going through two cliffs. It also does it every once in a while in other places too. Anyone?
0
Hey guys, this one's a bit difficult to explain, but here goes...
I'm making an area in my rpg (the must have in every rpg... "DARK FOREST!") and so naturally, I am setting the lighting to night. That's the easy part... My problem is I don't want it dark for players in other parts of the map, just because someone is in the dark forest, so... I have to make access to the forest group triggered. That's fine too... but I'm running into problems creating the dialog like I want it. Here's what I have:
I've set up a dialog with a Wait! and Proceed! button on either side and text in the middle saying "it's really tough in there, you should stick together" -When all active players click proceed, it moves all the heroes into the dark forest and changes lighting to Night.
The dialog for the triggering player works fine, but the "remaining active players" dialog does not show up. Also, if you read this post and can tell me how to display triggers better in this forum, please do... I always see what looks like a screenshot of the trigger page, but I don't know how to do that. In saying that, sorry for the poor layout of my trigger info.
Variables
Dark Forest Variables
Dark Forest Entrance Dialog Go = No Dialog <Dialog>
Dark Forest Entrance Dialog Join = No Dialog <Dialog>
Dark Forest Dialog Item Wait = No Dialog Item <Dialog Item[2]>
Dark Forest Dialog Item Proceed = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Dialog Item Text = No Dialog Item <Dialog Item[2]>
Dark Forest Entrance Proceed Count = 0 <Integer>
Active Players = (Number of players in (Active Players)) <Integer>
Triggers
Events
Unit - Any Unit Enters Dark Forest Cave Entrance
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
Actions
Trigger - Turn (Current trigger) Off
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Go = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Go
Dialog - Set Dark Forest Entrance Dialog Go to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Go for (Player group((Triggering player)))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Go with the dimensions (1100, 800)
anchored to Center with an offset of (0, 100) with the text " You are about to cross into the D..." color set to
White text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[1] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Go with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[1] = (Last created dialog item)
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set Dark Forest Entrance Dialog Join = (Last created dialog)
Dialog - Hide the background image of Dark Forest Entrance Dialog Join
Dialog - Set Dark Forest Entrance Dialog Join to be fullscreen true
Dialog - Show Dark Forest Entrance Dialog Join for (Allies of player (Triggering player))
Dialog - Create a label for dialog Dark Forest Entrance Dialog Join with the dimensions (1000, 800)
anchored to Center with an offset of (0, 100) with the text " An ally wishes to travel to ..." color set to White
text writeout set to false with a writeout duration of 0.0
Variable - Set Dark Forest Entrance Dialog Item Text[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Left with an offset of (150, 50) setting the tooltip to "" with button text "Wait!" and the hover image
set to ""
Variable - Set Dark Forest Dialog Item Wait[2] = (Last created dialog item)
Dialog - Create a button for dialog Dark Forest Entrance Dialog Join with the dimensions (200, 50)
anchored to Right with an offset of (150, 50) setting the tooltip to "" with button text "Proceed!" and the hover
image set to ""
Variable - Set Dark Forest Dialog Item Proceed[2] = (Last created dialog item)
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[1] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[1] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[1] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Proceed[2] == (Used dialog item)
Then
Variable - Modify Dark Forest Entrance Proceed Count: + 1
Dialog - Disable Dark Forest Dialog Item Proceed[2] for (Player group((Triggering player)))
Dialog - Disable Dark Forest Dialog Item Wait[2] for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[1] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Dark Forest Dialog Item Wait[2] == (Used dialog item)
Then
Trigger - Turn (Current trigger) Off
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
General - Wait 2.0 Real Time seconds
UI - Display "A player is not ready to proceed!" for (All players) to Subtitle area
General - Wait 10.0 Real Time seconds
Trigger - Turn (Current trigger) On
Trigger - Turn Dark Forest Entrance NW Dialog On
Else
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
Dark Forest Entrance Proceed Count == Active Players
Actions
Trigger - Turn (Current trigger) Off
Unit - Move Unit Owned By Player 1 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 1 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 2 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 2 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Unit - Move Unit Owned By Player 3 instantly to (Center of Dark Forest Cave Exit) (No Blend)
Camera - Pan the camera for player 3 to (Center of Dark Forest Cave Exit) over 0.0 seconds with Existing
Velocity% initial velocity, 0% deceleration, and Do Not use smart panning
Dialog - Destroy Dark Forest Entrance Dialog Go
Dialog - Destroy Dark Forest Entrance Dialog Join
Variable - Set Dark Forest Entrance Proceed Count = 0
Environment - Set lighting to Korhal Night, blending over 4.0 seconds
General - Wait 2.0 Real Time seconds
UI - Display "Entering the<c " for (All players) to Subtitle area
General - Wait 9.0 Real Time seconds
Trigger - Turn (Current trigger) On
0
So I imported my custom sound (an ogg sound file) and went to sounds... add new, then added my imported sound to that sound's assets... then I went to my trigger action and chose play sound... it didn't work so I did play sound on unit... still nothing. Anyone help?
Edit* So I just noticed I have a parenthesis and a 1 after my sound file in my trigger. It looks like this:
Sound - Play Poseidon Though Zeus is (1) for (All players) on Poseidon [240.28, 10.82] with Z offset 0.0 (at 100.0% volume, skip the first 0.0 seconds)
0
Hi, ok... So, I was looking for a basic tutorial for creating a custom unit using the data editor. I kindof jumped in and just duplicated a unit and started renaming things and fixing the actor models, but now I have 50 copies of each ugradr and death effect and I realized I dont know anything about the data editor really. I have a basic understanding of actors, models, behaviors, and effects, but really want to understand how to make a custom unit, top to bottom, without throwing in tons of extra crap that I don't need.
I also have an issue with the behavior valerian02incapacitated... It seems to be loading on map startup causing any unit possessing the behavior to start dead and revive for 20 seconds (the duration I set valerian to)
0
So what they are doing is burrowing on map startup, and then unburrowing themselves :( I just want them to stay burrowed until enemy units (the heroes) come near... then unburrow themselves and attack