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    posted a message on [Trigger Variables] [Solved]Unable to save/Trigger error

    In the meantime you should be able to disable any triggers you messed with and be able to same. I suggest whenever you make changes to your map you create a new file and increase the number. Ex: MapName 1, MapName 2, etc.

    As you fixing the error, I don't see any problems but some things you can try: For the initialization event change it to "time elapsed 0.0", why does the visibility action use {1} instead of just 1, and lastly disable triggers in group until your able to save your map then enable them one at a time until you find the trigger which is causing the problem.

    Also, is that all the triggers you have, just the one?

    Posted in: Triggers
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    posted a message on [Question] How do I create a map covered completely in deep water?

    As the title states, I have a map which is size 256x256 and I want to make the whole map have water. I know that in the terrain editor I can select water and change one tile at a time to have water then lower the terrain to show the water but this would take a long time. There is 65536 tiles :) Is there a quicker method?

    Posted in: Terrain
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    posted a message on Running time of Algorithms

    When you say a button is pressed are you referring to a ability button on a players command card (Ex: attack, move, stop, spells, etc) or a button in a dialog?

    For the command card you can simply find the player by using "triggering player" and for a dialog there should be a similar function.

    Unless I'm totally missing the point here?

    Posted in: Triggers
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    posted a message on Rotating units vertically?
    Quote from DrSuperEvil: Go

    Use the SOp (Rotator) added in patch 1.5 or use the SOp (Forward Vector) method.

    Can you explain the basics for doing this or provide a link explaining it in more detail?

    Posted in: Miscellaneous Development
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    posted a message on Passing values and Multi-Threading
    Quote from lemmy734: Go

    @zandose: Go

    Thanks for the reply, i assume actions are subroutines basically? Ive wanted to use subroutines but all i thought i had was triggers.

    I understand and don't understand what you mean by subroutines. It depends on how its being used i guess. Anyways you have two options with event/function/action triggers.

    One being is that you select no special options and the sequence is like this: Main trigger runs a Action Trigger, Action trigger runs, When Action Trigger is done go back to Main Trigger.

    Two being is that you select the special option for "Create Thread" and will cause the Action Trigger to run independently from the Main Trigger. The Sequence goes like this: Main trigger runs a Action Trigger, Main Trigger continues doing its thing and at the same time the Action Trigger will do its own thing too.

    Posted in: Triggers
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    posted a message on Passing values and Multi-Threading

    No and yes. There is no built in method for passing sets/structs of variables. You can however, if all your triggers use the same variables, change all your triggers to actions and pass the individual variables as parameters. Alternatively I use actions with one string parameter, convert the variables data into strings, combine the strings into one string divided by ",", and pass to the actions string variable. Then I split up the information between the "," into its variables. I use this method because my variable data sets are of unknown sizes and I needed something to handle it.

    As for multiple threads, that does not really exist. The game runs all triggers/thread one at a time in turn. One problem is a trigger may be stopping/waiting and while triggers are using waits other triggers can run in the meantime.

    Posted in: Triggers
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    posted a message on [Question/Any Ideas] Sword Model Movement
    Quote from DrSuperEvil: Go

    Hope you are using a beam (standard) else you will have issues with more rapid movements. Combine the SOp (Smooth Rotation) SOp and the Reference Set event action to allow changing directions faced.

    I Just use the trigger/function in GAx3 to move any end of the beam with whatever speed.

    On another note, by offsetting the attachment point the beam gets disconnected from the unit. Is there a way to create a attachment point on a unit via triggers or pre-set through data?

    Posted in: Miscellaneous Development
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    posted a message on [Question/Any Ideas] Sword Model Movement

    So SOp (Forward/Up) method simply forces a model to face a certain direction non-stop?

    I believe I solved my problem. I created a beam attached to a units origin, changed/move it to the position of the hand, created and attached a sword to it, and now I can move the beam to change the direction of the sword.

    Creates sword and makes it rotate/move/face upwards to the sky.

                    Actor - Create a beam from (Site From (Actor for (Unit.GetPlayersUnit(1)))'s Origin) to (Site from the point (((Position of (Unit.GetPlayersUnit(1))) offset by 5.0 height) offset by 10.0 towards 180.0 degrees)) with the model Void Ray Attack Beam
                    Variable - Set Local.Actor.Beam = (Last created actor)
                    Actor - Send message (SetOpacity 0.0 0) to actor (Last created actor)
                    Actor - Attach Sword1 to Origin on (Last created actor)
                    Variable - Set Local.Actor.Sword = (Last created actor)
                    General - Wait 3.0 Game Time seconds
                    Actor - Move Local.Actor.Beam's Source endpoint to (Site from the point ((Position of (Unit.GetPlayersUnit(1))) offset by 0.5 height)) With Speed 2.0
                    General - Wait 3.0 Game Time seconds
                    Actor - Move Local.Actor.Beam's Target endpoint to (Site from the point ((Position of (Unit.GetPlayersUnit(1))) offset by 1.0 height)) With Speed 1.0
    

    Next I need to figure out how to control the beams movement better. I don't know how to tell the "Target" part of the beam to face a certain direction based on its XYZ from its source XYZ. Any more ideas or suggestions?

    Posted in: Miscellaneous Development
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    posted a message on [Question/Any Ideas] Sword Model Movement
    Quote from DrSuperEvil: Go

    Beam (Simple) is bad in that it rotates when moving, while Beam (Standard) lacks the launch and impact SOps. Tried the SOp (Forward/Up) methods?

    I have no idea what the SOp (Forward/Up) methods is. Can you explain or show me a link to a resource on it? I've been changing the launch (origin) and impact (target) points using a GAx3.

    Posted in: Miscellaneous Development
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    posted a message on [Question/Any Ideas] Sword Model Movement

    I'm trying to use a sword model and give it real-like movement. I've explored using: GAx3's model in a portrait and a actor message to rotate the model but the model doesn't blend from its current rotation to the new rotation so its kind of choppy. The same problem applies if I create the model on the map and use rotation. It's choppy, no blending. I've tried using the model as a beam instead to control both ends of the object, halt/handle and tip/blade direction, but the model wasn't designed to be used as a beam. I believe it needs a attachment point added to it for the "Target" part of the beam. Anyone know how to do this?

    I'm open to other ideas to creating a sword model and getting it to have more control then the basic don't-move, since it has no animations itself.

    Posted in: Miscellaneous Development
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    posted a message on Weapon Overlays FPS

    You'd need to import a model of a gun. Try looking through the assets for one perhaps. As for showing said model, you can either make it a unit itself w/ the camera following, or if you want the gun to always be where the mouse is you need to use something like GAx3 (search for it on this site) to display the model within a portrait.

    Posted in: Data
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    posted a message on Make actor visible to only certain players
    Quote from EdwardSolomon: Go

    @zandose: Go

    I'm going to find the author of GAx3, buy a plane ticket, become gay for a day and blow him.

    I'm sure SHE would appreciate that.

    Posted in: Data
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    posted a message on Make actor visible to only certain players

    Through data is it not possible as far as I know. Through triggers is it possible, as the second poster said. Do a search for GAx3 which is a trigger library that among other things allows you to send actor messages to only one player, and therefore you can tell a actor for only one player to be invisible (100% opacity or something).

    Posted in: Data
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    posted a message on Camera Ajustments

    @Selfcreation: Go

    No idea. The first post looked like it used trigger's so i followed suit. Didn't even look at the section it was in until later and got no complaints.

    Posted in: Data
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    posted a message on Camera Ajustments

    Take a look at this map for a idea of how it works. If you still have problems you know where to find me.

    Posted in: Data
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