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    posted a message on Trigger Exercise #4 - Bank me!

    @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.

    Posted in: Triggers
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    posted a message on Make a tower into a forcefield generator or DotA style turrets

    @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"

    Posted in: Triggers
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    posted a message on Make a tower into a forcefield generator or DotA style turrets

    @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

    Posted in: Triggers
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    posted a message on Full unit portraits, how to?

    @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)

    Posted in: Triggers
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    posted a message on [Question] LTW Block indicator

    @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)

    Posted in: Triggers
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    posted a message on Stats popup dialog on mouseover?

    @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.

    Posted in: Triggers
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    posted a message on Retrieve position clicked

    @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.

    Posted in: Triggers
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    posted a message on Things preventing you from making awesome maps right now

    @greythepirate: Go

    For me it's sucking at making maps

    Posted in: Off-Topic
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    posted a message on get number of units currently harvesting gas/minerals

    @rakuenso: Go

    try it now

    Posted in: Triggers
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    posted a message on Full unit portraits, how to?

    @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.

    Posted in: Triggers
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    posted a message on get number of units currently harvesting gas/minerals

    @rakuenso: Go

    this seems to work it was just a ton of conditions

    type count to test it

    Posted in: Triggers
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    posted a message on Leave game or stay and watch.

    @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.

    Posted in: Triggers
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    posted a message on Full unit portraits, how to?

    @Metatr0n: Go

    just use the model of the unit you want to use, and use send actor message setscale and set facing

    Posted in: Triggers
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    posted a message on Hex Based Movement

    @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.

    Posted in: Triggers
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    posted a message on Condition that checks for LOS

    @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.

    Posted in: Triggers
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