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    posted a message on The infamous burrow evades me again...

    so I've allowed burrow for hostile player 15, I made a region holding my burrowing units and said: I want to burrow lings, hydras, and roaches

    On map initialization Wait .5 seconds (just so burrow can be enabled) Pick all units in region and Issue order - burrow (zergling),(hydra),(roach)

    Shouldn't this work? The units I have placed are the unburrowed regular units, untouched in the data editor, yet with what I have, when i run the map, the units are still a standing ;( Please help

    Posted in: Triggers
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    posted a message on 3rd person camera and terrain failures ;(

    Yes thanks DisAs7ro, that is correct... my 2nd question has been solved. Thanks :)

    I'm still having issues to my first question... :( Anytime my hero goes through a narrow passageway or gets too close to a cliff the camera jumps to the elevation of the cliff (raised area). I wish there was a way to lock the elevation to the hero, so wherever he goes... the camera goes.

    Posted in: Triggers
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    posted a message on 3rd person camera and terrain failures ;(

    hey all, So I am making an rpg with a 3rd person view and I would also like to include the "dark forest (a must in any rpg). However, after throwing up my trees I noticed my camera goes bonkers when trying to navigate through the trees. Is there any way to make objects between the hero fade out and not cause the camera to get distorted? ... My camera does the same thing when going too close to cliffs, or between two cliffs (it kindof raises up and stuff. I guess, what I want to ask is:

    • can I lock the elevation of my camera to my unit? And
    • can I fade doodads out once they pass by the hero unit (or something similar so a hero can be able to go through a big forest)?
    Posted in: Triggers
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    posted a message on Valerian02Incapacitated causing Hero Revive on Map Start :(

    Well, in the data editor I select my hero and go to Behaviors - Behaviors + and add (Valerian02a - Incapacitated). and that's pretty much all I did to it besides change the cooldown time. For lack of a better way to show anyone, because the data editor is the bane of my existence... I will link my map. Please feel free to go in and take a look at my heroes. (They are still very early in the creation process, lot of work to do.) This is a mythology rpg, so the selectable heroes are:

    1. Hermes 2. Dionysus 3. Aphrodite 4. Athena 5. Apollo 6. Artemis 7. Ares

    and yes, thank you very much for all ur help OneTwo. ;)

    Posted in: Triggers
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    posted a message on Stop mouse from scrolling camera? [Solved]

    @Feithless: Go

    lol how do you mark something solved :( ???

    Posted in: Triggers
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    posted a message on Map Loading Screen Text Position

    Hi all, Is there a post already that explains how to set up a map loading screen text? I have what I want to say, but can't seem to adjust the text position at all. The offsets do not work or something so my text ends up only half showing on the load screen, the other half is cut off up top.

    • Can I set the text position for each separate segment of my loading screen text? (Title, subtitle, body)
    • Do I need to set the Loading Screen Image Scaling to anything specific for text editing to work properly?

    Any feedback will be much appreciated :)

    Posted in: Artist Tavern
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    posted a message on Valerian02Incapacitated causing Hero Revive on Map Start :(

    Hi guys, I wasn't sure if this post should go in the forums as a trigger or data issue... hopefully it's not both :( My issue is I am using the valerian02incapacitated behavior to revive my heroes. However, through something I've done over the past few weeks, my revive has stopped working and on map initialization the Heroes start ("Dead" or incapacitated) and after 20 seconds (how long it takes my revive to cycle) the heroes all appear and are fully functional. I also must add that I have a few minutes of opening cinematic and the Heroes start as neutral units. After a player picks a Hero it is then transferred over to triggering player's ownership. So until I disabled the cutscenes for testing purposes, I was unaware that they were spawning "Dead."

    I have every Hero's Unit Attribute (Heroic) set, and they are all flagged as Hero.

    I am going to link my Hero Revive trigger for player 1 below, in hopes that something in there is messed up... (player 2 and 3 are adjusted, felt no need to link them. Also... I see a lot of people posting triggers much cleaner than I am, forgive my mess, it's the only way I know how. If anyone could tell me how to post them better it would be much appreciated. ;) I also will link a screenshot of my hero mid-revive cooldown about 10 seconds after map startup. -please help!

    Hero Death Player 1

    Events

    Unit - Any Unit is attacked

    Local Variables

    Dying Hero = (Triggering unit) <Unit>

    Actor = No Actor <Actor>

    Conditions

    And

    Conditions

    ((Unit type of Dying Hero) is Hero) == true

    (Dying Hero has Valerian02a - Incapacitated) == true

    (Triggering player) == 1

    Actions

    Actor - Create actor model Protoss Spirit Death at point (Position of Dying Hero)

    Actor - Send message "AnimPlay Death Death" to actor (Last created actor)

    Variable - Set Actor = (Last created actor)

    Actor - Send message "SetMinimapVisibility" to actor (Actor for Dying Hero)

    Actor - Send message "SetVisibility" to actor (Actor for Dying Hero)

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Dying Hero is selected by player (Owner of Dying Hero)) == true

    Then

    Unit Selection - Deselect all units for player (Owner of Dying Hero)

    Else

    UI - Display "You are dead. You will revive in 2..." for (Player group((Owner of Dying Hero))) to Subtitle area

    General - Wait 3.0 Game Time seconds

    Actor - Send message "Destroy" to actor Actor

    General - Wait 16.0 Game Time seconds

    Unit - Move Dying Hero instantly to Respawn Point (No Blend)

    Actor - Send message "SetMinimapVisibility 1" to actor (Actor for Dying Hero)

    Actor - Send message "SetVisibility 1" to actor (Actor for Dying Hero)

    General - Wait 1.0 Game Time seconds

    Timer - Start Camera Control Timer as a One Shot timer that will expire in 0.5 Real Time seconds

    Camera - Pan the camera for player (Owner of Dying Hero) to Respawn Point over 1.0 seconds with

    100% initial velocity, 0% deceleration, and Do Not use smart panning

    Unit Selection - Select Dying Hero for player (Owner of Dying Hero)

    Posted in: Triggers
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    posted a message on Stop mouse from scrolling camera? [Solved]

    @Feithless: Go

    Lol yea, thanks Feithless, that's what I had to do... thanks :) problem solved, sorry I had to post for such a simple solution. I guess sometimes thats the way it is ;)

    Posted in: Triggers
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    posted a message on Stop mouse from scrolling camera? [Solved]

    Wow, sorry guys, as per usual I have no idea what terminology to use. My problem is I have a wow style camera control set up... and it works great, but if I take my mouse and go off screen in any direction (like how you do in a melee game to scroll the camera to a different area on the map), it moves my camera position (just like it would in a melee game)... I want to turn that off so the player cannot move the camera from their hero. Is [Set Camera Bounds] what I should use? I tried that, and it just froze my camera in place, instead of following the unit like I want it to.

    I have

    Camera - Follow for player 1 (Unit group(Unit Owned By Player 1)) with the camera and Clear Current Target

    So if you could, please let me know what action I should use so players cannot scroll the camera off of it's targeted unit. Thanks- Gothi

    Posted in: Triggers
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    posted a message on Custom Unit Construction Time with Trigger :( HELP!

    Ah, nevermind... what you see in the screenshot is the Valerian Incapacitated 02 loading itself on map startup for some reason... still don't know how to fix that, but I've worked my way around it for now.

    Posted in: Data
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    posted a message on [Trigger] Advance Dialog Tutorial - RPG Hero Selection

    @turokhunter: (or anyone that knows a solution ;) )

    Question concerning hiding dialog items.

    I finished your tutorial and instead of destroying all dialogs, I hid all dialog for a player once he'd picked, and I set up a trigger to destroy all dialog once all players have picked. If I do it this way, I will have to wait until all players have picked to set all of my custom ui, but that should be easily overcome by telling picked player "other players are still picking" or something to that nature.

    My problem though, lies in the fact that "when a player picks a unit... I will say a marine referring to the screenshot you have at the top of this page..." I would like to destroy or hide at least the select button beside marine (so that players that haven't picked yet will no longer have the option to pick the marine)

    AND

    If it is possible, I would like to destroy the dialog box containing the word marine as well as the image of the marine. But as long as I can destroy/hide the select button I will accomplish what I am trying to do :)

    * note : My map is a 3 person map, so it's not too hard for me to copy things over twice.

    I have looked around in the actions, and am confused as to what I should set the dialog item to in :

    [Dialog - Destroy Dialog Item]

    Right now I have these, but they don't seem to be working ( Ignore the misspelling of dialog lol ;) )

    Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[2]] Dialog - Destroy (Screen button Dialogue Player Choice[2]) Dialog - Destroy Dialogue Select Button[Dialogue Player Choice[3]] Dialog - Destroy (Screen button Dialogue Player Choice[3])

    I'm not sure I understand where to set a new variable that will allow me (once that variable is set) to say

    "destroy dialog item (whichever select button the player picked) for (the other two players)"

    and I also don't know how to destroy the image and name beside whatever select button the player picked for the other two players. :( Please help, this is going on 4 days of solid nothing-that-works.

    Posted in: Tutorials
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    posted a message on Destroying Dialog for only players that have picked a unit.

    Oh ok thanks!

    Posted in: Triggers
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    posted a message on Destroying Dialog for only players that have picked a unit.

    Hi, I'm trying to fix my hero selection dialog problem. Right now when any unit is picked by any player, all the hero selection dialog for all players are destroyed. (Because I have "Destroy all Dialog" action.) I would like to destroy all dialog for a player once they've picked a unit, and destroy the (dialog items that are involved with that picked unit) for any other players still picking.

    I planned on hiding the dialog for a player when he picks, and destroying the dialog items attached to his picked unit. I think I have that, but then, that means I have to make a trigger for after every player has picked, destroy all dialog. Or will that allow people to still click where the (now hidden) dialog buttons were and create another hero... that would be bad.

    If the above scenario will work, I still do not know how to set up the Destroy Dialog trigger. I would have to make a counter or something that says if active players = 1, and player 1 has picked, destroy all dialog if active players = 2, and players 1 and 2 have picked, destroy all dialog if active players = 3, and players 1, 2, and 3 have picked, destroy all dialog.

    (at least that would make sense to me, but I'm not sure how to see how many active players there are and act accordingly) Please help! -Thanks :) GothithePriest

    Posted in: Triggers
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    posted a message on Custom Unit Construction Time with Trigger :( HELP!

    @GothiThePriest: Go

    Ok, sorry, to go more in depth... I am using TurokHunter22's Advance Dialog Tutorial - RPG Hero Selection, which can be found here: http://forums.sc2mapster.com/resources/tutorials/13048-trigger-advance-dialog-tutorial-rpg-hero-selection/#p8

    The Action at the end of his system implies the Create Unit and mine looks like this:

    Unit - Create 1 Heroes[Dialogue Player Choice[(Triggering player)]] for player (Triggering player) at (Center of Starting Location (Players)) facing 270.0 degrees (No Options)

    This action works and my unit is created, but it takes the unit like 10 seconds (with a construction timer bar under the unit's health bar) for the unit to pop up under the player's control and be visible and functioning... Is that an error on my part in the data editor when setting up my hero units? Did I change them to something that has like a global construction timer or something, because every hero I pick takes the same amount of time to "load."

    I just attached a screenshot below of what my unit looks like. When that gray bar reaches 0 the unit fades in and is able to be controlled.

    Posted in: Data
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    posted a message on Custom Unit Construction Time with Trigger :( HELP!

    I am making an RPG and have created heroes and a dialog to pick them. The trigger I have after the player picks the "confirm selected hero" button is:

    > Unit - Create "Hero" for (triggering player) at "start location"

    After the unit is created my camera pans to it's location... Well, it all works fine and my hero is created. the Problem is... THEN my hero fades out and I see a (I guess you would call it a progress bar) thingy under the units health bar. It's like my hero requires a construction time or something. I don't want that, I just want my unit to be created instantly. I've looked all over the data editor and come up empty. Please help any way you can! Thanks- Gothi

    Posted in: Data
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