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    posted a message on [50% Solved] Enemy Unit Selection

    I searched for something like that in UI and it never occured to me to look for it somewhere else.

    Quote from Bibendus: Go

    Player - Override Enable Enemy Unit Selection option for player (Triggering player) to Enabled

    is just what I needed, thank you!

    Posted in: UI Development
  • 0

    posted a message on [50% Solved] Enemy Unit Selection

    Hi.

    Since HotS the "Enemy Unit Selection" option in the F10->Options->Gameplay was added. Is there a way to either disable or ignore it for a custom map?

    Also, when the enemy unit is selected, how can the info displaying "Enemy Unit You cannot control this unit." written in red in place of the command card be removed?

    ty

    Posted in: UI Development
  • 0

    posted a message on Mini-Troopers

    Hi,

    I don't want to be rude or anything. But I need moar recruits! :D

    http://squad-squad.minitroopers.com

    - No username or password or those login crap required. Just select a Trooper, give your squad a name and hit confirm. All done.

    Thank you very much, sirs.

    Greetz, Shianky

    Posted in: Off-Topic
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    posted a message on Simple introduction for a map

    @SBeier:

    Well I guess the definition of "a bit" custom scripting may vary depending from basic knowledge of scripting ;)

    I never tried custom scripting before, so I'll try to do it the less efficient way first. But if you like, you can write down the custom scripting way too. I'm always eager to learn new stuff.

    Ty again

    Posted in: Triggers
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    posted a message on Simple introduction for a map

    Hmm..it seems there are two types of buttons: a screen button and a button as dialog item. Can a dialog item button launch a trigger if clicked? If yes, how?

    Posted in: Triggers
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    posted a message on Simple introduction for a map

    @SBeier:

    Omg, the issue was indeed that I didn't even think, that the dialog might be hidden by default.

    Thank you very much :)

    Posted in: Triggers
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    posted a message on Simple introduction for a map

    Hi,

    I'm currently searching how to make a custom introcduction for a map.

    Something like

    Map Title
    Short description
    by
    Author
    And a "play" button, which fires a trigger.

    I made the button I wanted in 2 minutes. But those 4 simple rows of text seem to be difficult to do.

    I tried to do it with a dialog. I can't really get into how to do simple text.
    I tried it with Display Text Message. No offsets can be set there.
    I tried it with Cinematic Text. No offsets here either.
    Is there a tutorial somewhere? This seems like one of those absolutely simple matters, one only needs to know what to do thim with.

    Thanks,
    Shianky

    Posted in: Triggers
  • 0

    posted a message on Energy Cost problem with Ability

    Problem is still existent.

    Posted in: Data
  • 0

    posted a message on Energy Cost problem with Ability

    @DrSuperEvil: Go

    You mean tunign it off? 'Cause it's on by default. But tried both now - same result.

    Posted in: Data
  • 0

    posted a message on Energy Cost problem with Ability

    Hi,

    I have some abilities in my map, some of which require a target, others which are instant. Currently I've got an issue though, that on abilities with the Type 'Instant - Target' the energy cost isn't subtracted from the current energy value of the user of the ability, while it works just fine on abilities with the type 'Effect - Instant'. The options in Cost+ are set similarly. Is some extra option or so required somewhere, so the ability understands, that it should use its energy cost on use?

    ty

    Greetz, Shianky

    Posted in: Data
  • 0

    posted a message on Arithmetic Operator Parameter

    Hi,

    setting a parameter of a function to "Arithmetic Operator" results in Syntax Error :(

    I wanted to multiply, divide, add or subtract a value depending on some conditions and wanted to give an arithmetic operator to a function. Doesn't seem to work at all. Compiling fails.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Solved] Recalculate variable?

    @Alevice: Go

    Yeah, that was, what I wanted to do first. The problem is, it should be called from different locations with different formulae, but the one same variable (the value of which might change). But I found a workaround with

            General - Wait for (Conditions), checking every 0.1 Game Time seconds
    

    already. The function with the math now starts (creating a new thread) where the first variable is set, waits until the condition is met, which describes, that now the second variable is not 0 and and then sets the first variable. Isn't a very elegant solution of course, but works just fine for now.

    Thanks anyway!

    Posted in: Triggers
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    posted a message on [Solved] Recalculate variable?

    @Nerfpl: Go

    I can't seem to follow. Where exactly can I set the parameter to "formula"?

    Posted in: Triggers
  • 0

    posted a message on [Solved] Recalculate variable?

    @HuggetSukker: Go

    Thanks for your reply. That's actually the main problem here, that I don't want to use the formula twice. Can a formula maybe given to the next function as a parameter? Not the value of the result of the fomula, but the formula itself?

    Posted in: Triggers
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    posted a message on [Solved] Recalculate variable?

    Hi,

    is there a way to "recalculate" a variable? I have a variable, the value of which is determined by math of some numbers and another variable. I set this variable at some moment, but want it to take effect at a later moment. The problem is, that the second variable, which influences the first variable may change between the two moments, so I would like the first variable to recalculate itself based on the updated second variable. Is this possible?

    ty

    Greetz, Shianky

    Posted in: Triggers
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