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    posted a message on Timer window text small

    So 2.0.4 made the timer window titles and time display super small by default. I know how to increase the title size by changing the text style, but anyone know how to make the actual time bigger? It's really annoying.

    Posted in: Triggers
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    posted a message on Hide unit selection info

    @rtschutter: Go

    I think I tried that but it didn't work. I'll try again.

    Posted in: Triggers
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    posted a message on How can I change this ability to add scaling?

    Not at my editor but can't you set the source of the damage on the damaging effect to be the caster unit that launched the series of effects?

    Posted in: Triggers
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    posted a message on Hide unit selection info

    I can't seem to find the function to hide the unit selection info on the bottom of the screen (wireframe, hp, energy, name, etc). Is it not possible or am I just missing it?

    Posted in: Triggers
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    posted a message on Animations not working on B-net

    Some of my animations are totally wacking out when I play my game on B-net. So far it's 2 impact animations on Action and a ModelAnimationStyleOneShot actor. They're set up just like other similar actors that are working fine, and they work fine when I test the map.

    An Action actor used for a Missile effect is creating multiple extra Terran Explosion animations on impact seemingly random units nearby. The others are just not playing the animations, or it seems like they're really really small that I can hardly see them.

    Is this some crazy bug?

    Posted in: Data
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    posted a message on [Solved] Output of "Convert Integer to String" function

    @Monictor: Go

    NM LOL, just store the strings in an array FRIGGIN DUH!

    Posted in: Triggers
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    posted a message on I need to store units in a table with a reference

    Yeah there's probably a better way to store unit stats than in a record. Like using custom values like Sanktoras said or simply Attributes.

    Posted in: Triggers
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    posted a message on [Solved] Output of "Convert Integer to String" function

    I'm trying to use a For Loop to get a list of string values stored in a data table. To do that I need to convert each integer loop variable into a string so I can find the correct value in the data table I want.

    However, when the integer gets converted into a string it's not exact. An integer int 103 is not outputting exactly string "103." I keep getting an error meaning the data table value can't be found.

    So does anyone know what the exact string output of "Convert Integer to String" is? I'm not a programmer so I'm not sure how to find out.

    Posted in: Triggers
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    posted a message on Where to find model attachments now?

    Ah, thanks guys. I'm having to go through all my hundreds of actors now and correct all the ones that got messed up by 1.5 (seems like most of them). One thing I haven't found out yet:

    For some reason some animations on caster units aren't playing the first time, but then they play after the first if the ability is used again soon after. Like a gun flashing model in the Launch Assets on an Action actor. It seems like they changed something about attachments and site operations, which sucks because that's probably my least favorite thing about actors and the editor in general. Now I have to figure out how it all works again. But what could be causing my problems?

    Posted in: Data
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    posted a message on Where to find model attachments now?

    I've been trying to attach a Model Animation Style One Shot to a DT unit model's weapon using a SOpAttachWeapon but it's just not working for some reason. Although, an Action style actor is accurately attaching the launch model on the weapon using AMfilter00. It's not working on the model actor though for some reason.

    I just started working on my map again after the year and don't know where to find the list of attachments on a model now. They used to be easily seen in the Preview Model window but now it's a cut-scene editor. Where can I find a unit's attachment points now?

    It seems like they changed a bit how models and attachments work with 1.5 because a lot of my stuff isn't functioning properly like it used to.

    Posted in: Data
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    posted a message on A few questions

    @Kueken531: Go

    Thanks but I think that's a bit too complicated for me. And I'm not sure if it will work because I need multiple layers of visibility.

    I'm testing one workaround to my problem. I'm trying to cloak and set the opacity of a unit at the same time... would take a while to explain why. But the cloak effect seems to be overriding the opacity, making cloaked units visible to their owners. Do you know how I can make the cloak animation affected by opacity?

    Basically I'm trying to make a unit clickable and selectable by its player, but not visible by its player, while not clickable by any other player.

    Posted in: Data
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    posted a message on A few questions

    @Kueken531: Go

    Quote from Kueken531: Go

    2. Afaik, there is no way for that currently. There is a complicated workaround to filter actors for individual players via trigger, maybe you could use that. I am very interested in a way to do this in data as well.

    What's the complicated workaround to filter actors for players via trigger? I'll try to figure it out, but this could fulfill what I need.

    Quote:

    1. Just remove the Zerg General - Post Morph (Healing Effect) from your morph ability since vikings and terran buildings morph the whole time without reseting their hp.

    Where is the effect even at in the ability? I don't see it anywhere, yet my morphs still heal the unit.

    Posted in: Data
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    posted a message on A few questions

    1. How do you morph a unit without having its HP reset to full?

    2. Is it possible to filter a model attachment based on the owner of a behavior that activates the “buff animation” rather than the owner of the unit? If so how? How is the reference for the filter check set?

    3. Is it possible to make a unit only selectable by its owner? If so how?

    4. Is it possible to filter a Unit Actor to be seeable by only the owner of the unit and vice versa? Simply checking the Actor Filters + boxes does not work. How is the reference for the filter check set?

    Thanks for any help!

    Posted in: Data
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    posted a message on Script Limit effects?

    @DogmaiSEA: Go

    Yeah. It's been my experience that there's always some little thing I've done wrong or overlooked or some relic from something I changed before while not realizing side-effects. It's rarely something wrong with the editor or something. I fixed both the problems I had. The key is to not get too pissed off, and calmly comb through stuff.

    Posted in: Triggers
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    posted a message on Unexplainable error
    Quote from Kueken531: Go

    You got the Player variable, which is an integer of size 2, and you try to set the 3rd element of it by using Player[2]. Array elements start at 0, so an array of size 2 has [0] and [1] as useable elements.

    That's not it... I never had a problem with setting arrays like that before. I just tried setting the Player[] and Chooser[] arrays to size 3 and I still get the same problem. If what you're suggesting was the case, the action definition would stop working at the beginning instead of in the middle.

    Posted in: Triggers
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