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    posted a message on [Solved] Strange bug?

    Hi there. I have 6 times the same trigger for 6 Units which are createt at Game Initialization.

    Actor - Send message "SetLocalTintColor {255,255,255 2.000000}" to actor Actor

    For some reason, the first 3 units' tint is applied, the remaining 3 units not. I have to add, that the first 3 are controlled by player, the other 3 by computer. What do I have to do for it to work? Or is it a bug?

    ty

    Shianky

    Posted in: Triggers
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    posted a message on Need help with my Tauren Outhouse

    Perhaps it can only be attacked by units that can attack Ground AND Air? Though I don't see a reason why it would be that way and how this is achieved.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Target Filter(s) - How to? + Ability Target

    Okay, I found out, where the problem was. After my customization of the copied Ability, its Effect had no range (default is 0 - 500). After I set the range, the Target Filters worked correctly, even with an Effect attached to the Ability.

    As for triggering, it seems an Ability requires an Effect to be triggered at all. I found out, that the Effect Type 'Apply Behaviour' has less Options then the 'Create Healer' type and is also able to target any Unit, regardless of its stats so the Target Filter of the Effect's Ability works fine. The use of the Ability, the Caster of the Ability and the Target of the Ability are saved correctly.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Target Filter(s) - How to? + Ability Target

    @DrSuperEvil: Go

    Ok, here is the rest of the issue. Problem is, Heal from Medic or Medivac are of Type Create Healer, which seem to have the quality to only target damaged units, the programming of which doesn't seem to be editable. So I was trying out different stuff and here is what came out.

    Whan I only have an ability, the targeting works fine (except that the ground is targetable, which I don't know how to restrict yet), but the triggering doesn't work. The trigger sees nothing and doesen't react.

    When I attach an Effect to this Ability, the trigger does see the ability use. Only then, the Target Filters set in the Ability are completely ignored and for some reason I can only target Self, which I don't want.

    So how do I solve this one?

    Please help.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Target Filter(s) - How to? + Ability Target

    @DrSuperEvil: Go

    Thanks for your reply.

    I tried what you said and it still doesn't work properly. Enemy Unit and Self are indeed not targetable. But so are also other Allied Units and the ground still is. I really need the Ability only to target Allied Units, not the ground, not enemies, not self.

    I tried to copy the Heal ability from the medic, where, when you click on the ground, the message "must target an allied damaged unit", but I didn't find, where exactly this is achieved, only where the error message can be changed. And I can't keep it that way, becaus my ability must also be able to target units with full HP.

    Furthemore the triggering still doesn't work. The ability isn't seen as cast, when I use it, even on the ground.

    Need more help please.

    Greetz, Shianky

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Target Filter(s) - How to? + Ability Target

    Hi there,

    I currently have difficulties to figure out, how the Target Filters work. Would someone care to explain the general functionality in detail for future uses?

    Currently: What I want is an ability, which can only target allied Units (not Self).

    Furthermore, the trigger doesn't react to my ability. I want to store the caster and the target into a variable. When I use the ability thought, nothing happens. Does the ability needs some flag or something to be able to trigger?

    The trigger goes:

    Events:

    Unit - Any Unit uses Switch at Generic3 - Execute stage (Ignore shared abilities)

    Actions:

    UI - Display "Ability used" for (All players) to Subtitle area

    ty

    Greetz, Shianky

    Posted in: Miscellaneous Development
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    posted a message on Points Renaming Themselves?

    @designerdougm: Go

    Are all points you have in the scene renaming themselves or distinct ones? Are they used in triggers? Whan names to they rename themselves to - default ones, or ones you gave them in earlier saves?

    Posted in: Miscellaneous Development
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    posted a message on Attributes Offset and Buff Icon

    /push

    Posted in: Miscellaneous Development
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    posted a message on RPG-style Text Tags

    Here is a video of the RPG-style Text Tags for damage indication I recently made in case anyone misses good old round-based RPG games.

    Isn't really performant due to multiple while-loops, but looks quite nice (I hope).

    Posted in: Off-Topic
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    posted a message on (SOLVED) mp3 requirements?

    @Kueken531: Go

    This is actually even better.

    @IliIilI: Go

    You might experience some issues though, if you use the mp3 due to it being streamed. Use .ogg or .wav for a seamless playback of two consecutive files.

    Posted in: Miscellaneous Development
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    posted a message on (SOLVED) mp3 requirements?

    Okay here we go.

    The good news ist, I found the problem. The bad news is, I'm stuck at finding a solution.

    The problem is apparently either the file's duration or the file size. The question is, whether only the editor having these issues (by refusing to play the preview) or the game as well. I haven't needed custom soundtracks yet, so I was having some difficulties setting the default soundtrack as a test. What I did, is just cropping the file (deleting approx. 40% of the file's music), which reduced its size and duration. After that it was suddenly able to play it in preview in the editor. I also tried reducing the quality of the file, in order to keep the duration but reduce the file size, but the editor seems to only see the uncompressed size, so it didn't help. When I tried testing it in the game, my game crashed at the end of the loading process, which is probably because I don't know how to properly set up a soundtrack. What I did was setting the cropped imported sound file as a new sound; Setting the sound as a new Soundtrack; Setting the default Soundtrack per trigger as the created Soundtrack. I don't know what went wrong, but I didn't get the map loaded without a crash.

    What you could do is, crop away a part of the soundtrack and try to test, if it runs in the game, if you're able to get it running. If it works, you could listen to the track and try to find a good spot for a fade-out and shorten the file in its duration and size. I don't get why the editor is having these difficulties with large files, but I assume the maximum uncompressed size of a sound file is something like 5 Mb.

    Posted in: Miscellaneous Development
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    posted a message on Disabling movement commands from minimap

    @AzothHyjal: Go

    Same problem here.

    Neither UI - Disable Minimap for (All players) nor UI - Disable Smart Click for (All players) work.

    Edit: I found a workaround actually. There is a Trigger called UI - Hide UI Frame for (All players). There you can select 'Minimap Panel'. Then the minimap is gone and is not clickable. Not ideal, but effective.

    Posted in: Miscellaneous Development
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    posted a message on (SOLVED) mp3 requirements?

    @IliIilI: Go

    I often work with sounds. Would you post the file you want to use here? I could look into it.

    Posted in: Miscellaneous Development
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    posted a message on [Part-Solved] Data Reference to Variable?

    @SouLCarveRR: Go

    your using the actually ability buttons on the units....

    - Yes

    these normal ability button's tooltips have nothing to do with the actual abiltiy your implementing because they are just dummy abilities that you key your triggers for spells off of

    - Yes

    UI-Buttons have tool tips that I believe you can update at run time

    - I am actually planning to insert some kind of button UI for the player to be able to upgrade, select Abilities and Stats. If their tooltips are indeed updated in runtime, this will be very helpful.

    Generally I thought there was a way I could write trigger variables into tooltips and just didn't know how, so I asked. Now that I see, that there is no easy way, I will finish the system itself first (abilities, stat leveling, hit, crit, miss, evade etc) and make the UI later.

    Nevertheless, thank you for the hints!

    PS: Sorry, dunno how to quote here [quote] and [q] don't seem to work.

    Posted in: UI Development
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    posted a message on Attributes Offset and Buff Icon

    @DrSuperEvil: Go

    Ah, exactly what I looked for. Thank you!

    Now who knows the answer to the first question? :)

    Posted in: Miscellaneous Development
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