i forgot one thing under the model in the Data Editor, you have to go to Flags and check Always use Portrait Model or it wont show for people on low graphics settings.
Regarding the archon, try messing the with scale more i think distortion for the model of the archon is alligning with the camera (if that makes any sense)
have you tried placing a pathing blocker down to the position ignoring placement and then checking if it is blocked?
EDIT: i tested it works with issued order event but not if the player shift queues it, as a back up you could have another trigger that destroys it when the building constructs (if you want)
Unit Selection - Any Unit is Highlighted by Player Any Player
In the Data Editor make sure the flag "Cannot be Highlighted" under the field Flags in the Units tab is UNCHECKED
set a boolean variable to true and create the dialog, turn on a periodic trigger that moves the dialog to the mouse's X and Y.
Now to destroy
Unit Selection - Any Unit is Unhighlighted by Player Any Player
When that is triggered destroy the dialog for the player and set the boolean to false and check to see if any other player has the boolean set to true, if not turn the trigger off.
EDIT: the periodic trigger should check to see if the boolean is true before moving the dialog to the mouse position.
when you enter the dialog where you choose a function just search "mouse" and look shouldn't be too hard. And the function has to be for a real value since the return value of the mouse position X, Y or Z is a real value.
just to be clear you are still using create portrait. I couldn't find any function that could find the model of a particular unit type so you are going to have to store it in a variable. The type of the variable should be Game Link and then from another drop down choose model. Then you will just have to recall the variable when you create the portrait.
Note: the models will be HUGE when you use them in a portrait, so use the set scale actor message, .15 is good for a probe just to give you some reference. I think 100 is towards the screen when you use set facing too.
create dialog, show dialog for (triggering player), set variable Dialog[(triggering player)] == (last created dialog), create dialog item (button) for (last created dialog), set variable Dialog Item[1][(triggering player)] == (last created dialog item), create dialog item (button) for (last created dialog), set variable Dialog Item[2][(triggering player)] == (last created dialog item)
event- Dialog item used
conditions- used dialog item == dialog item[1][(triggering player)]
actions- end game in defeat for (triggering player) (show dialogs, show score screen), destroy dialog Dialog[(triggering player)]
event- Dialog item used
conditions- used dialog item == dialog item[2][(triggering player)]
destroy dialog Dialog[(triggering player)], create visibility revealer for player (triggering player) within (Entire Map)
This is assuming your game ends by killing off all of the units, if not ,you need a unit group action to kill all of the units owned by the player.
To find the position you probably just need to use some simple math, find out the width and height of a the hexagon, then divide it by the total area width or height to come up with the number of the grid. you will also need to check what row it is in even or odd. Movement is harder because you are going to have to check if a unit or something else will be blocking the path and the movement has to be in terms of the hexagon grid.
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@nevjmac: Go
we need to know how the level, difficulty, achievements, and round number are stored or presented in game before we can start
otherwise we will have to make up stuff that may not be compatible with your map.
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@DragOnGamer626: Go
The forum gave me an error when i was trying to use my name so after about 20 different names that werent accepted i used "Usernameisntworkingright"
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@DragOnGamer626: Go
Unit - Turn Unit Invulnerable state On/Off
use that in conjunction with the tower(s) being destroyed, the action is under Set Unit State
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@Metatr0n: Go
i forgot one thing under the model in the Data Editor, you have to go to Flags and check Always use Portrait Model or it wont show for people on low graphics settings.
Regarding the archon, try messing the with scale more i think distortion for the model of the archon is alligning with the camera (if that makes any sense)
0
@stoh2o93: Go
have you tried placing a pathing blocker down to the position ignoring placement and then checking if it is blocked?
EDIT: i tested it works with issued order event but not if the player shift queues it, as a back up you could have another trigger that destroys it when the building constructs (if you want)
0
@synik4l87: Go
Unit Selection - Any Unit is Highlighted by Player Any Player
In the Data Editor make sure the flag "Cannot be Highlighted" under the field Flags in the Units tab is UNCHECKED
set a boolean variable to true and create the dialog, turn on a periodic trigger that moves the dialog to the mouse's X and Y.
Now to destroy
Unit Selection - Any Unit is Unhighlighted by Player Any Player
When that is triggered destroy the dialog for the player and set the boolean to false and check to see if any other player has the boolean set to true, if not turn the trigger off.
EDIT: the periodic trigger should check to see if the boolean is true before moving the dialog to the mouse position.
0
@Keyeszx: Go
when you enter the dialog where you choose a function just search "mouse" and look shouldn't be too hard. And the function has to be for a real value since the return value of the mouse position X, Y or Z is a real value.
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@greythepirate: Go
For me it's sucking at making maps
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@rakuenso: Go
try it now
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@Metatr0n: Go
just to be clear you are still using create portrait. I couldn't find any function that could find the model of a particular unit type so you are going to have to store it in a variable. The type of the variable should be Game Link and then from another drop down choose model. Then you will just have to recall the variable when you create the portrait.
Note: the models will be HUGE when you use them in a portrait, so use the set scale actor message, .15 is good for a probe just to give you some reference. I think 100 is towards the screen when you use set facing too.
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@rakuenso: Go
this seems to work it was just a ton of conditions
type count to test it
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@torquate: Go actions are separated by commas.
create dialog, show dialog for (triggering player), set variable Dialog[(triggering player)] == (last created dialog), create dialog item (button) for (last created dialog), set variable Dialog Item[1][(triggering player)] == (last created dialog item), create dialog item (button) for (last created dialog), set variable Dialog Item[2][(triggering player)] == (last created dialog item)
event- Dialog item used
conditions- used dialog item == dialog item[1][(triggering player)]
actions- end game in defeat for (triggering player) (show dialogs, show score screen), destroy dialog Dialog[(triggering player)]
event- Dialog item used
conditions- used dialog item == dialog item[2][(triggering player)]
destroy dialog Dialog[(triggering player)], create visibility revealer for player (triggering player) within (Entire Map)
This is assuming your game ends by killing off all of the units, if not ,you need a unit group action to kill all of the units owned by the player.
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@Metatr0n: Go
just use the model of the unit you want to use, and use send actor message setscale and set facing
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@EFoG: Go
To find the position you probably just need to use some simple math, find out the width and height of a the hexagon, then divide it by the total area width or height to come up with the number of the grid. you will also need to check what row it is in even or odd. Movement is harder because you are going to have to check if a unit or something else will be blocking the path and the movement has to be in terms of the hexagon grid.
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@DrHu: Go
what are you trying to do?
there is a unit is visible condition but i don't know if it checks actual sight or just checks if the unit is hidden.