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    posted a message on [solved] order unit to set rally point in galaxy code

    oh, I haven't noticed that bracket is a link too

    thanx alot!

    Posted in: Triggers
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    posted a message on [solved] order unit to set rally point in galaxy code

    Ok, thanx for the code, it works.

    But, by unknown reason I can't change Order With No Target to Order Targeting Point/Unit, because the order type field where I can change it is disabled/grey, and Order With No Target stands there by default.

    So why is order type field of the dialog is disabled?

    Posted in: Triggers
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    posted a message on adding a visual to an ability

    Thank you, Kueken - it works now!

    Posted in: Data
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    posted a message on adding a visual to an ability

    The length of animation is 2.25 sconds, so it's ok.

    If I cahnge Actor Creation>AnimBracketStart event to Actor Creation>PlayAnimation, animation doesn't play even at start of behavior.

    I've tried to turn on AnimBrackedStart event's "constant play" (or something like this) flag, but it changed nothing... so have no idea what else to change.

    Posted in: Data
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    posted a message on [solved] order unit to set rally point in galaxy code

    How can it help? I still have no rally ability in the list which appears when I click on "command" link of "order unit to" action of my trigger. There are nothing to choose.

    I want just to run script instead, like:

    UnitIssueOrder(EventUnit(), Order(AbilityCommand("my_ability", 0)), c_orderQueueReplace);

    But there is no coordinates field, while I need to set a specific point for rally point to be pointed. So I need to know how this code looks like for the rally command case.

    Or maybe I move worng way? Is there a way to set rally point by trigger?

    Posted in: Triggers
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    posted a message on adding a visual to an ability

    Hey Kueken, I did exactly what you suggested in your qoute, but animation repeated only once when the behavior starts. And then animation disapears after the first cycle, in spite of the behavior's still on. What may be wrong with it?

    Posted in: Data
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    posted a message on [solved] order unit to set rally point in galaxy code

    Can anyone give me a trigger action code of "order trigger unit to set rally point to point of triggering unit". I need it because I don't have "set rally pooint" ability in the list of abilities when I'm creating trigger action "order unit to". Maybe it's bug of my unperfectly translated russian version of editor, maybe I do something wrong, but I could just run a script instead of "order to" action, so I need the code.

    Posted in: Triggers
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    posted a message on two simple questions, about set rally point and doubleclick selection

    Thnx, changing of Unit - Select Alias value helped.

    Posted in: Data
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    posted a message on two simple questions, about set rally point and doubleclick selection

    1. How would "order triggering unit to set rally point to the point of triggering unit" look as a galaxy code? There is no rally point ability in the list when i'm trying to create an action for my trigger to reset unit's rally point. So I want just to make a run script action.

    2. I have marine and warpig units, and when I doubleclick one of them they become selected both. The same situation is for a couple of different tanks. What should I change to make them to be selected by doubleclick separately?

    Posted in: Data
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    posted a message on The Z

    There are some screens.

    Posted in: Map Feedback
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    posted a message on [solved] Other players can't see numbers on the dialog bar.
    Quote from Forge_User_03903326: Go

    I don't see you setting it so it could be that for you it goes correctly, but for others it stays 0.

    Right. I've set the size, and the numbers appeared for all players. Thanks.

    Posted in: Triggers
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    posted a message on [solved] Other players can't see numbers on the dialog bar.

    There is everythig concerned the dialog and numbers on it. Everythig is about all players.

    DialogCreate(480, 80, c_anchorTopRight, 0, 0, false);
    gv_count_dialog = DialogLastCreated();
    DialogSetVisible(gv_count_dialog, PlayerGroupAll(), true);
    
    DialogControlCreate(gv_count_dialog, c_triggerControlTypeLabel);
    gv_unit_count_1 = DialogControlLastCreated();
    libNtve_gf_SetDialogItemText(gv_unit_count_1, StringExternal("Param/Value/8AC8732F"), PlayerGroupAll());
    libNtve_gf_SetDialogItemStyle(gv_unit_count_1, "HelpMenuDialogTitle", PlayerGroupAll());
    libNtve_gf_SetDialogItemColor(gv_unit_count_1, libNtve_gf_ConvertPlayerColorToColor(PlayerGetColorIndex(1, false)), PlayerGroupAll());
    DialogControlSetPosition(gv_unit_count_1, PlayerGroupAll(), c_anchorCenter, -150, 3);
    

    The strang thing abot the issu is - I can always see the numbers, no matter what player am in the game, 1, 2, 3 or 4. Other players can't see the numbers. no matter what player are they. So is there a dependance between screen resolution of the player and visibility of dialogs?

    Posted in: Triggers
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    posted a message on [solved] Other players can't see numbers on the dialog bar.

    I've created a little dialog for my map to show statistics. It "shows to all players" in triggers, and labels "shows to all players" too, and I can see it perfectly. But other players don't see the numbers, they see only black bar. Anyone has any idea why doesn't it work properly?

    You can see how is the dialog looks like on the picture below.

    Posted in: Triggers
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    posted a message on Units sometimes don't attack in attack movement mode.

    Yeah, I checked "can initiate attack" earlier, it was fine.

    The main issue is solved by replacing "neural parasite" effect with trigger, which simply changes the owner of the capturable unit.

    The issue with alot of missiles whose do less damage then they should is still open, but i'll try to solve it later, because there is some more important things to solve.

    Thnx guys for assistance, this forum is so helpful!

    Posted in: Data
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    posted a message on Units sometimes don't attack in attack movement mode.

    Suddenly I got an insight. I've realized what vehicles was unattackable. My infantry units can snipe vehicle drivers and capture the undrivered machines. ANd they use neural parasite effect to capture them. I just have no idea why aren't all but some vehicles are unattackable. So i've change it form the effect to the trgger action "change owner". I believe it'll solve the main issue. If it won't i'll keep checking all linked objects and effects.

    now about other issues

    Behavior - Response field value of my coward buggy is the same as other units have (which reacts right). So, seems like the difference is somewhere else ;/. But there is a chance that cowardness was related to the neural parasyte behavior the buggy was under. So i'll check it too;

    And... I've set my rockets to be invulnerable, but I think it won't solve the problem, because strange thing happening when I attack my own units who can't destroy friendly rockets. I've even set the actor's share field value to always, but it didn't help. But I still think it's kinda actor share problem, t seems like when the damage effect of the missile is working, all other effects of the same typy don't cause damage...

    Posted in: Data
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