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    posted a message on (Solved) Reseting all data

    @StragusMapster: Go

    woo ty! :)

    Posted in: Data
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    posted a message on (Solved) Reseting all data

    I want to clean up my data editor and start all over again. Is there a way to set my map data to how it was initially??

    Posted in: Data
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    posted a message on Hiding Process Dialog issue

    Is it possible to hide process dialogs while their "current value" is being altered?

    Posted in: Triggers
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    posted a message on Looking for a condition checking unit type...

    Ive looked everywhere and i can not seem to find a condition that relates to a function call like

    (Unit Type of Dying Unit) = blah blah

    am i blind? O_O or is there a way to check unit type?

    NVM found it :P

    either way i havent been getting any help from my recent posts lately (QQ)

    those who have answered the first few were very helpful!! :D so ty to you

    Posted in: Triggers
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    posted a message on Proplem with interceptor count check!

    Unit Group - Pick each unit in (Carrier units in (Entire map) owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Variable - Set Player Interceptor Count[(Owner of (Picked unit))] = (Number of rounds in Carrier - Hangar magazine for (Picked unit))

    "Player Interceptor Count" is an integer variable. I set a debug message to show the value of "Player Interceptor Count" and it returns 0 no matter how many the carrier actually has... why is this happening?!

    Are interceptors not a "magazine"? if not what are they?

    Posted in: Triggers
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    posted a message on It wont let me set a maximum value for my dialog progress bar :(

    I have a trigger set the max value for every bar to 1000. minimum for 0 and +5/sec progress. I made the tool tip show "current : max" , which in game shows up as:

    "5 (10,15,20, ect...) : 0"

    Why does it have the max set at zero? I thought at the very least it would show the value of 1 for max as that's the progress dialog bars default value.

    Please don't suggest leader board as an alternative :P, I'd prefer to fix the dialog!

    Posted in: Triggers
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    posted a message on Preplaced Refinery Bug?

    If you preplace a refinery for a player in the editor, then remove it in game if they aren't playing, it shows a normal vespene geyser instead of a space platform geyser (which is the sort of texture its placed on). What area in the data editor shows which geyser model shows up if the geyser is removed?

    Posted in: Data
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    posted a message on Having issues with importing custom dialog textures

    I have the entire dialog pic (borders and background) into 1 layer on gimp. I try to export it as dds but it says it only exports with pixel(?) size with a factor of 4 and my file is 596x896 pixels which seems to me like factors of 4. I need to export it as .dds not only because that's the file type for textures but also because it compresses it nicely for me.

    First,

    Why is there an issue with my instance of saving as dds from gimp

    Second,

    How do i have to import it into the editor? (as pieces or as a whole)

    Posted in: Data
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    posted a message on I need the escape key to not bring up the menu!

    @Kafoso: Go

    its what ill have to try. it seems the only alternative to hoping they dont press esc :P

    Posted in: Triggers
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    posted a message on I need the escape key to not bring up the menu!

    @Kafoso: Go

    TY :)

    issue solved in that respect!

    now i need to find a way to where it doesn't pause the cinematic. I have a music sound timed perfectly to cut out when the music cuts out, however, when a player opens the menu, the cinematic will pause BUT the sound files will not. This leads to the screen fade out to not correspond to the music fade out :(.

    Is there a way to pause music for player while hes in menu mode, then continue the music at that cutoff point when closing the menu?

    Also since its multi player, if one players opens the menu during the cinematic, the cinematic would in turn be in separate duration points for the pausing player, and for the other players who didnt pause. Will the game be OK with that fact?

    Hopefully i explained it well :X ! The menu hide works great! now if i can get this to work as well, ill be in good shape.

    Posted in: Triggers
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    posted a message on I need the escape key to not bring up the menu!

    "Left 2 Die" by blizzard makes this happen. I looked at the triggers and the "ESC Workaround" triggers do not seem to be what stops it since u cant open up the menu the entire game while those only function during the cinematic.

    Im not sure if they used triggers to make it work.

    Posted in: Triggers
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    posted a message on Units and structures invisible in cinematics?

    The trigger shuts off camera input and game ui. then the camera takes over and pans over an area. i want units to spawn while the camera pans but they arnt spawning! creep isnt showing up either :/

    Posted in: Triggers
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    posted a message on Issues with concantenation

    got it to work ty.

    in the case of text with color, i heard that data lists are buggy and sometimes return random data instead of whats actually called.

    Posted in: Triggers
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    posted a message on Issues with concantenation

    is it possible to concatenate strings of text to manually add color to a variable? I have a variable called "Colors" so i can change the color for example, one string for Colors is FF0000">

    (the '+' show concatenation)

    <c val=" + Colors + VariabletobeColored + </c>

    i have tried this and for some reason it doesn't work

    EDIT: sry about double posting i only have two questions and ill post them all in 1 in the future

    Posted in: Triggers
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    posted a message on Issues with testing on some functions

    Are there any functions that wont call properly in test mode vs published map?

    such as calling a players status for players other than player 1

    Posted in: Triggers
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