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    posted a message on Draw lines and Icons on the minimap?

    The line-rendering needs to be flexible and their position might change during the game. I couldn't find an Action that does draw lines/rectangles or similiar on a dialog.

    Ty,

    Posted in: Triggers
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    posted a message on Draw lines and Icons on the minimap?

    Hello ScropSCII,

    could you please be a little more specific?

    Thank you,
    -Niklas

    Posted in: Triggers
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    posted a message on Parameter - Allow multiple

    Thank you very much Nerfpl. Could you please explain your last statement a little more?

    Quote:

    if you really need to pass multiple arguments in 1 array you can use my List <T> and pass list name as parameter

    Although I have advanced experience in C/C+ +, Java, JavaScript and Python, I don't have many knowledge about GalaxyScript.

    Thanks,
    -Niklas

    Posted in: Triggers
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    posted a message on Parameter - Allow multiple

    @Ousnius: I'd like to have a variable number of arguments passed to the action. I guess that's what it should be used for.

    Thanks,

    Posted in: Triggers
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    posted a message on Parameter - Allow multiple

    Hello,

    I'm on the German Galaxy-Editor, I hope the translation is correct.

    When defining a new Action and give it a parameter, you can mark a Checkbox called "Allow multiple" (or alike). But when I use such an action and give it multiple arguments, I get an error "Wrong number of arguments" when the compiled code calls the Action.

    [Please see the attachment]

    Is this just an error in the GUI of the Trigger Editor or is there really such a feature?

    Thank you, -Niklas

    Posted in: Triggers
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    posted a message on Draw lines and Icons on the minimap?

    Hello,

    I want to connect several points on the mini-map with red lines. I'd also like to draw tiny icons onto it (representing the points being connected by lines) Do you know how this can be done?

    Thank you very much, -Niklas

    Posted in: Triggers
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    posted a message on How to test units in a Mod ?

    Is there a way to test units in a mod ? There is no terrain where I could place my Units to test if everything is done well. Uploading the Mod and creating a test map for it seems a bit overcomplicated to me.

    Thank you.

    Posted in: Data
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    posted a message on Set Camera to follow a Unit - problems

    Btw, using Ctrl + Shift + F makes the Camera follow the selected Unit again, as desired.

    Posted in: Triggers
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    posted a message on Set Camera to follow a Unit - problems

    Hello,

    I've got an Action called "Initialize 3rd Person Camera for Player". This is the actual action:

    Initialize 3rd Person Camera for Player
        Options: Action
        Return Type: (None)
        Parameters
            Player = 1 <Integer>
        Grammar Text: Initialize the Camera of Player (Player)
        Hint Text: Initialize the Camera for a Player. ("Set Camera for Player" must be called before.) This moves the Camera to the Players Hero, makes it follow the Hero, and fixes the Camera.
        Custom Script Code
        Local Variables
        Actions
            ------- Set the properties of the Camera.
            Camera - Apply (Get Camera for Player(Player)) for player Player over 2.0 seconds with 100% initial velocity, 0% deceleration, and Include Target
            Camera - Follow for player Player (Unit group((Get Hero for Player(Player)))) with the camera and Clear Current Target
            Camera - Lock camera input for player Player
    

    I've got 3 triggers that act when the user types "-camera 1" "-camera 2" or "-camera 3" into the chat, each calls the action above. Now, when I set the "over xx seconds with .." to 0.0 seconds, it works fine. The camera still follows the Unit (from the action "Camera - Follow for player .."). But using any other seconds doesn't work, the camera stays where it is and doesn't follow the Unit.

    The thing is, it works fine when I call this action once (also called when I create a Hero for a player), but a second time doesn't.

    How can I make it sill follow the Unit ? Thank you so much, Niklas

    Posted in: Triggers
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    posted a message on Revive a Hero, Problems with the Infestor !

    So, it seems like Units are dereferenced from any variables as well, when they died. The only way to keep them up is to set the Death Time (like Kueken532 said). I've now created another array that does hold the Player's Hero's type. This works prefectly. :)

    Cheers,

    Posted in: Triggers
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    posted a message on Revive a Hero, Problems with the Infestor !

    @Kueken531: Go

    No I didn't. It's 0.0. But this count's for the other units, too.

    EDIT: Ok,Update ! It doesn't work for any Unit, but Jim Raynor. So, only Jim Raynor does revive. Haha. I wonder what I messed up, it worked for any Unit some time ago. Strange thing :o. his Death Time is also 0. Anyway, now I have to find out whats the issue.

    Sorry for the wrong post.

    Posted in: Triggers
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    posted a message on Revive a Hero, Problems with the Infestor !

    I'm currently creating a 3rd person rpg. For handling the Heroes and Cameras, I've set up a library with convenient Actions, Functions and Conditions. (Btw, if anyone can tell me how to create and Event definition, please do so !) It works pretty well actually, I can chooses ANY Unit to be my Unit to control using the 3rd person camera. But the infestor makes problems. After a hero dies, it should be revived after 15 seconds. This works with any Unit, but the infestor.

    It seems like the Unit is automatically dereferenced from any variable. I can print the Name of the Unit Type of the Unit that did die, which is the Infestor in this Case. This works fine, I recieve "Infestor" as output. But when doing this again in the same trigger after it did wait 15 seconds, the name is just nothing (""). This also causes a lot of errors because there is no Unit for reference to revive. Even saving the Infestor that did die in a variable doesn't work, the variable references to nothing (I again recive ("") as output) after waiting 15 seconds (actually any time of waiting). But using another Hero, (or at least any other Unit) this works just fine, I get the names of the Unit i controlled correct.

    Do you know why this happens ? I hope you can understand me. Sorry for my bad english. If you didn't understand it, I can provide the Map.

    Thank you so much ! Niklas

    PS: My description (eg 15 seconds to wait) may differ from the Trigger in the Attachment. Changed some things so i don't have to wait too long, etc !

    Posted in: Triggers
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    posted a message on need help finishing

    You could upload the map. I'd like to add the expansions and some doodads if you wish. The map itself looks good i think.

    Cheers,

    Posted in: Melee Development
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    posted a message on How to see how many times a map has been played?

    @SouLCarveRR: Go

    Yes, I just saw that the Banks are only for a specific player. Isn't there a way to modify a file on the battle.net server ? ^^

    Posted in: Melee Development
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    posted a message on How to see how many times a map has been played?

    You could create a trigger that reads out an integer in a Bank, adds 1 to it, and writes it back to the bank. Then, add a Trigger with a Chat-message Event and make it read out the number from the Bank. ;)

    Posted in: Melee Development
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