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    posted a message on Question about colors

    No no. I want this foggy around units to be in SAND color, NOT green. :) And changing it by "Set Tint Color" do not works (only could change to... red. :D - this works)

    Posted in: Data
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    posted a message on Question about colors

    @P20707jP3: Go

    Certanly. To the green. :D Look here - on the units:

    http://oi43.tinypic.com/f0vut.jpg

    They're look stinky. Not like in the sand storm.

    Posted in: Data
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    posted a message on Question about colors

    Well, the problem is that this is not working for my animations (could only be red... don't know why - the others doesn't fuctions). :) And I'm looking for other ways to change it. :/ Thanks anyway. :)

    Posted in: Data
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    posted a message on Question about colors

    The question is quite simple but I have with this huge problem. I've got an model of an animation, but I want to change its color. Is there any option to do that in addition to "set color" in actor's events (which giving me only possibility to change it to the red - don't know why it's stay the same when I want other colors... :/ )

    Help, please. :)

    Posted in: Data
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    posted a message on Question about hotkey

    I have a strange question. How to create a hotkey to the dialog box? In the sense that the button of the dialog box had a keyboard shortcut? I know how to do it with "abilities", in the data editor, it's simple. But I can not find that option in case of dialog box.

    Somebody know something about it? :)

    Posted in: Triggers
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    posted a message on The serious problem with base height - help!

    @Mozared: Go

    Thanks man! :) All is working but I'm really disapointed that I can't aplicate foggy effect... Nevermind. :) Thank you for your help. :) The Episode V - The Wind Rose will be soon released! :)

    Posted in: Terrain
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    posted a message on The serious problem with base height - help!

    I have a serious problem that hinders me to publish the newest part of the campaign. It is a base height.

    Not exactly remember how I proceed with my modifications, but now I have a situation in which:
    1. The base height in map options is 20.0
    2. The hight field is 6.0.

    In this embodiment, during the cinematics camera views are ok but when you want to build a Pylon (for example) ithe "energy field" is displayed on a huge height above the ground! Of course it's innatural. Also, the camera should move very far from ground, etc.

    If in turn:
    1. I will set the base height at 8.0

    This camera during the cinematics are completely unnatural and is "catching" not what she supossed to catch. (eg a piece of the wall, instead of characters, which are directed on!)

    I know it twisted, I hope I was able to explain it somehow.
    Is there an expert on "height" of terrain? Please!

    Ps. Maybe there's some sort of "camera height" or something to regulate this? Because I think it will be optimal if I set the base height to 8.0 and then regulate somehow the cameras...

    Posted in: Terrain
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    posted a message on Wind, sand and the clouds...

    Good point. Thank you. :)

    Posted in: Triggers
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    posted a message on Wind, sand and the clouds...

    Well, the problem is simple to explain - I'm creating by a trigger on my map a lot of models (with trigger 'Create model in the point') of decorations like: clouds' shadows, sand storms and strong winds. And i want to destroy them after a short time of two minutes BUT the functions 'destroy decorations in the region' or 'kill decorations in the region' don't work! :( Of course I'm not able to 'remember' the models in the variables because there are too many of them. Why this functions aren't workin or mayby someone knows better way to destroy these decorations?

    Nimbus. :)

    Posted in: Triggers
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    posted a message on Finding a model by a trigger

    @Kueken531: Go

    Thank you. I'll try to learn this (hate data editor :) )

    Nimbus.

    Posted in: Triggers
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    posted a message on Finding a model by a trigger

    @Kueken531: Go

    Kueken: I know that but as i wrote - "(without saving it in the form of a variable while creating, since we are talking about a common unit, and the number of variables is finite.:)". I cannot do that because this is a model attach to common unit - infestor. I've got also a model attached to a hero - but because it's one hero and one model - I did exactly like you said. :) But as you can see the problem is deeper when it came to infestor. :(

    Posted in: Triggers
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    posted a message on Finding a model by a trigger

    Once again, I have a question. In fact, I'm surprised that I can not find it. I add the model to the unit (with the trigger "Attach model to the unit" or possibly - although it is less effective - "attach actor to the unit") The problem is when I want to remove this model (eg when the unit is burrowing) - what the function/trigger can be used to draw this model (without saving it in the form of a variable while creating, since we are talking about a common unit, and the number of variables is finite.:)). I've tried everything! If anyone knows about this please do reply - this is the only thing I miss to finish the map (hope so). :)

    Nimbus. :)

    Posted in: Triggers
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    posted a message on Unusual problem with the ... memory?

    Perhaps solved the problem after debug - in theory it should probably be more clogged memory but yet - I replaced the "whole map's trigger" with mechanism that selects at random from the entire map 100 units every 3 seconds and it works. It works, do not actually lagging so... probably succeeded. :)

    Posted in: Triggers
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    posted a message on Unusual problem with the ... memory?

    @b0ne123: Go

    It looks like the error is: "too many threads" in one of the functions (this central, which have a range on whole map) (I'm not sure that I good translate from polish)

    Posted in: Triggers
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    posted a message on Unusual problem with the ... memory?

    The problem is unusual, but I need to solve it somehow to get my map work properly. When loading a map throws errors in the four triggers. Their desactivating does not change anything - throw in the next four. Completely random. I have several triggers that operate on the principle of "unit entered in the range of 500 from the center of the map" (so just something like "unit moves across the map"). If you throw a few of that triggers (no matter which!) - Error messages do not appear! This led me to conclude that the problem probably lies in the memory or in the number of operations that the computer must perform per second on the start of the map. If replacing these triggers with a three, but "on their operating range," - errors still occur (so I only minimalize their number). If in the "Events," to these triggers I add also "elapsed time" - it does not matter. Error messages still appear on the start of the map (so I'ts looks like a problem with loading triggers not their work).

    What's interesting - apart from the rest of the messages the whole system seems to work so I really need help, just do not know what to think and how to deal with it.

    Posted in: Triggers
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