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    posted a message on It's Out

    @Terhonator:

    Diablo III is not like WoW, it is more a single player than a multiplayer game. If you play in single player, then there are no other players in "your" world (however, an internet connection is required). You might group with friends to join a world together or you can join a public game. In both cases, there are several other players in your world, but not like WoW, because there are only few players in the same realm.

    You don't have to choose a realm for a character, though a character is only available in one region (America, Europe, ...).

    Hope I could help you.

    Posted in: Off-Topic
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    posted a message on shoot to point problem

    You have to set a button for the Execution command of your ability. Without this, the ability will not be shown in the trigger editor.

    Posted in: Triggers
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    posted a message on Victory Dialog

    You have now posted two versions of your trigger. I guess your second post shows the updated one?

    Look at your last action. It ends the game for player "Number of players in (Allies of player (Killing player))", which is obviously not a usual player ID. For example, if the killing player has two allies, then this action would end the game for player 2! Instead, loop through all allies of the killing player and call the "End Game" action in every loop.

    Another thing I noticed is that, in your second version, there is no action which lets a player end in defeat.

    Posted in: Triggers
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    posted a message on Victory Dialog

    When and how do you display the victory screen? Could you post the trigger please?

    Posted in: Triggers
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    posted a message on Dialogs refuse to destory

    After studying your code I've come to the conclusion that whether it works or not has nothing to do with the number of AI players in your game.

    When 15 seconds have past, your trigger saves the [b]current[/b] maximum vote to the variable "max" and then checks in an endless loop whether there is only one option with "max" votes.

    Now imagine the following example: 15 seconds are over but no player has voted yet. Then every "vote[i]" is 0, thus "max" is 0, too. But the endless loop will exit if and only if exactly one of the votes becomes "max", which is 0. Lets say the players now vote for option 1 and option 2. Then option 0 would be the only option with 0 votes - and it would be chosen! Do you understand what I mean?

    Beside this major problem there is another one: Starcraft II automatically terminates triggers with endless loops if there is no delay in them. So, if there is no definite vote after 15 seconds, the trigger you posted is canceled and nothing happens anymore.

    To fix this last issue, just add a "Delay" action to the loop's subactions. To fix the whole problem, you should put the "For each integer i from 0 to 2 ..." action into the endless loop, before the "If, Then, Else" clause. This is probably not the best solution but it should work ;)

    Posted in: Triggers
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    posted a message on Triggers - UI - Display/Hide images

    A screen image actually is a dialog item, but its implementation is hidden (they are implemented with the GUI in the buit-in library). As there is no function which can show/hide such an image just for a few players, you shouldn't use screen images and instead create a dialog containing your image.

    Posted in: Triggers
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    posted a message on How to let a Unit attack with a specific Weapon?

    The trouble is that the weapons of the unit may change in the game (e. g. through items) and so differ from the default weapons saved in the catalog.
    If Blizzard could just add a "UnitGetWeaponTurret" or "UnitWeaponDisable" function ...

    Posted in: Triggers
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    posted a message on How to let a Unit attack with a specific Weapon?

    I'm sorry if there is another thread covering this problem, but I couldn't find one. To my problem: Imagine a unit that has multiple weapons. I'd like to create a galaxy function that lets the unit attack with only one of its weapons which is given by a parameter. Like this:

    void Attack (unit u, string weapon)
    {
    }
    

    As I want to use this function in a mod, it has to be as general as possible. There is no direct way to implement it so now I'm looking for a work around. Unfortunately it is not possible to just remove all other weapons from the unit, save them in an array and give it back to the unit after the attack, because there is no way to retrieve the turret assigned to a weapon. The only solution I found is to create a behavior for each weapon disabling it, and then use these behaviors to disable all weapons except the given one. But I don't like this solution as it requires a lot of work and is not very comfortable to users of the mod ...

    Has anybody an idea?

    Posted in: Triggers
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    posted a message on [SOLVED] Problems with "Site (Mover)" Actors

    Sorry for the late reply: I've now solved all my problems: through - as it seems - a bug.

    Quote from BorgDragon: Go

    uncheck Scale, Model Scale

    I had done it, without any effect, don't know why. The solution lies in a "Site (Explicit Rotation)" actor used as a host site operation for the drone model. If you check "Is Local" in this actor, then, for some reason, it works fine.

    I've attached a map showing an example to this post. Thank you very much for all who helped me, especially Kueken whose idea of scaling the mothership (or whatever you use in the center) was the key to the success.

    PS: @BorgDragon: Yes, you do need an extra model for the turret. If you just apply the turret to an attachment point of the unit model, then it will rotate with the unit, that means if the unit changes its direction by 180 degrees, the attached drones (or whatever) rotates also by 180 degrees, additionally to its rotation around the unit. To avoid this, you need another model with the "Hold Rotation" flag set in its site operations. But I admit that this model does not need to have a "Turret" attachment point (as I first thought).

    Posted in: Data
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    posted a message on [SOLVED] Problems with "Site (Mover)" Actors

    Hi Kueken531, that's a great idea, thank you. I didn't know that a model's scaling can change over time. But there are still some problems: 1. How can I set the mothership model invisible while the drone stays visible? 2. When the mothership model scales, the drone model does, too. How can I avoid this? I tried to solve my problems using the "Properties - Inherited Properties" property of the drone model, but without any effect.

    Posted in: Data
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    posted a message on [SOLVED] Problems with "Site (Mover)" Actors

    Thanks for the reply. But I don't see how to use the event.

    I have now tried to attach the drone to a mover and then this mover to the mothership. This works fine: the drone still rotates. After a few seconds (or, after a specific effect starts), the rotating mover destroys itself and another mover is created becoming the new host of the drone model. But again a problem: How to let this second mover move into the thor? It was quite easy to move it 5 meters in Z direction (with "Set Destination Height (Relative)"), but I haven't succeded in moving it in any other direction (excep point (0,0) which happens to be the left bottom corner of the map, using "Set Destination Position"). Any ideas?

    Posted in: Data
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    posted a message on [SOLVED] Problems with "Site (Mover)" Actors

    Hi Community,

    after reading ProzaicMuze's tutorial about hosting and site operations (Link) I decided to apply my new knowledge on this topic and create a drone (the one from the raven) which rotates around a thor.

    The rotation wasn't such a big problem: I've created a little mothership model in the body of the thor and given it a turret so that it rotates. Then I've created a drone model and attached it to the turret attachment point of the mini-mothership with a specific offset. That works fine. But now I want the drone flying into the thor and destroying itself after a few seconds. I thought of solving this problem by creating a "Site (Mover)" actor but I couln't get it working till now. The problem is that those mover actors seem not to work on attached models (according to my tests).

    Has anyone any idea how to solve my problem? Or isn't there a solution at all? Perhaps it is possible to rotate the drone with "real" movers (I mean the data type "move") instead of actors?

    Posted in: Data
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