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    posted a message on Problem with registering behaviors on dying units

    So i have been testing out this problem for a while, and cant seem to find out the solution. Heres the situation.

    Unit dies - When unit dies, if it had BEHAVIOR on it, then change VARIABLE

    Heres the nutso thing. With about half of my abilities and attacks, this works 100% of the time. Unit dies, Behavior registered, variable gets change. On the other half of my abilities and attacks, the behavior vanishes when the unit dies. Its not a sometimes fail, sometimes success per death type. If i kill 100 units with my marine rifle (unmodiffied), i get 100/100 fails. If i am killing stuff with his grenade ability, its 100/100 success. Ive compared every single stat for these abilities side by side, and cant find a variable that explains why one will work, and one wont.

    Ive also changed the trigger event from unit dies to unit takes lethal damage, no effect. Right now im going in, and trying to do a trigger event that prevents the unit from dying until i have done a behaviour check, but I doubt thats the case as it seems to be ability and weapon specific.

    Going on about 3 hours testing this, eyes bleeding, any help would be appreciated

    Posted in: Data
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    posted a message on Impossible to change a dialog image once created?

    @progammer:

    If i had a dollar for every time you saved my ass progammer...

    <<<<

    Posted in: Triggers
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    posted a message on Impossible to change a dialog image once created?

    @coronbale

    I am storing the dialog in the variable right?  here is my code for storing

                            Dialog - Create an image for dialog Pet Dialog[1][1] with the dimensions (76, 76) anchored to Center with an offset of (0, 0) setting the tooltip to "" using the image Assets\Textures\btn-unit-terran-predator.dds as a Normal type with tiled set to false tint color White and blend mode Normal
                            Variable - Set Pet UI Image[1][1] = (Last created dialog item)

    Or is it not a dialog item that can be stored like that

    Posted in: Triggers
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    posted a message on Impossible to change a dialog image once created?

    @progammer: Go

    Could you be more specific on set dialog image? Ive tried setting it to nothing, and setting it to black/white dds to try and overwrite the previous image, neither method worked. Ill try the set dialog item value, but havent worked with strings before so cant imagine ill just figure that one out.

    Posted in: Triggers
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    posted a message on Impossible to change a dialog image once created?

    Been doing about an hour or so of testing on this, and so far ive found no way to alter a dialog image outside of the trigger it was created in. Basically one trigger creates and image, and one trigger removes it. As of right now, chalking it up to impossible, but would LOVE to have me proven wrong.

    Posted in: Triggers
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    posted a message on Three-Headed Hydra

    @SycoPrime: Go

    Figured id throw my input in here, i just got done messing with these functions for the last hour or so. Was shooting for a flame coming off the end of the marine rifle, and tried damn near every single attach point before doing a mix of attach points and the offset. Attach points that were the correct ones, were appearing on the ground without any offset inputs.

    heres the post and what i did http://forums.sc2mapster.com/development/data/10967-attaching-a-model-to-the-end-of-a-marine-rifle-solved/#p6

    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability

    @coronbale: Go

    If someone could tell me how to properly post a trigger text in there without it doing that, i would be happy to repost it

    nm got it

    Posted in: Data
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    posted a message on Complex Auto-Cast Select Target Ability

    @KrayzBlu

    Well here is what im thinking.  

    Untitled Trigger 001
        Events
        Local Variables
            Unit group = (Empty unit group) <Unit Group>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Number of Living units in Unit group) > 1
                Then
                    Unit Group - Pick each unit in (Last created units) and do (Actions)
                        Actions
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Unit 1 from Unit group) Energy (Current)) > ((Picked unit) Energy (Current))
                                Then
                                    Unit Group - Remove (Picked unit) from Unit group
                                Else
                Else
    Now you have 1 unit in the unit group, the one with the highest energy value
    From here, put a behavior on the unit, or use an abilit on the unit to complete the job

    If you get out of the data editor for the verification part of it, you should be able to get your unit singled out.

    Now you will just need to either get a variable search area worked out, or a search area made for each attribute value (probably what youll have to do)

    Posted in: Data
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    posted a message on Attaching a model to the end of a marine rifle <<SOLVED>>

    Heres the skinny

    Actor Type - Model Animation Style Continuous

    Host Site Operations+ SopAttachWeapon

    Local Offset for 2nd visibility test - x-0 y-0 z-1

    Then just do a standard show and it will be on the gun. Heres a screenshot of my marine with his flame thrower active

    Posted in: Data
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    posted a message on Attaching a model to the end of a marine rifle <<SOLVED>>

    @godakuma: Go

    lol, ok

    Posted in: Data
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    posted a message on Attaching a model to the end of a marine rifle <<SOLVED>>

    @coronbale: Go

    BTW, when i find it ill post it

    Posted in: Data
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    posted a message on Attaching a model to the end of a marine rifle <<SOLVED>>

    Looking to put a model on a specific spot on a marine rifle, but have been looking and cant seem to find a decent listing on host site operations and what they mean. Gonna just trial and error the 60 or so possibilities, but would like to know if someone knows of a refrence page for these, other than the uberlisk tutorial (its much too specific.) Thanks

    Posted in: Data
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    posted a message on Making a better click attack system?

    @voodude2008: Go

    Nice man, sounds great. Just curious though, were you planning on including a targeting system for special abilities?

    Posted in: Miscellaneous Development
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    posted a message on Scavenger hunt, looking for void ray impact actor/model

    @coronbale: Go

    Grrr still nothing, comnig back to it in case anyone comes up with something

    Posted in: Data
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    posted a message on Making a better click attack system?

    @voodude2008: Go

    If your doing what it sounds like your doing, its a WoW style adaptation to starcraft 2? Basically your looking to be able to intuitivly right click any enemy, and your hero unit will attack that unit. What a couinkidink, im doing the same thing :). Heres how i solved the 12 target select problem.

    First make a variable called Target, unit variable, and it will be your target unit (IE the enemy your attacking)

    Now make it so your hero unit is always selected (in this case, i used a simple trigger that repeats every 5 seconds that causes each player to select their respective hero.

    Lastly, make a trigger, with the event Unit Selection - Any Unit is clicked by Player Any Player. When the unit is clicked, store that unit in the targeting variable. This will save your butt when you decide you want to order your hero to perform an ability on the unit you have targeted (Order your hero unit to perform ABILITY on TARGET variable). Now whenever you right click any enemy in the game, your hero unit is already selected, and he will run and beat up the enemy.

    There is a few polish issues, mainly you dont want the lines or cursors all over the place. Go into the data editor, select Move and Attack. In there under UI - Orders+ is the link to your actor for the lines and the selection cursor. Turn the lines to BLACK.dds and your cursor to INVISIBLEUNIT.m3. Now when you attack, move around with WASD and follow stuff, there isnt that pesky line.

    Let me know if you need anything else, ive worked this pretty extensivly. My game Jaded Space will be hitting beta in about a week and a half, you can see what i did with it :)

    Chow!

    Posted in: Miscellaneous Development
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