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    posted a message on How to remove a trigger's effect from specific unit (aka non-global "stop trigger")

    @EagleXs: Go

    While loops only check the condition at the start of the loop, then it executes everything in the action section before ever rechecking the condition. So yes you are correct in thinking the trigger is not being canceled during the wait. There are certainly ways to make triggers ignore specific units/players, but a much more straight forward way to fix your problem is to just move your wait action to the very end of the while loop. That way you are executing all your actions in the same game tick that you are checking your conditions, rather than running actions based on the conditions of the game 3 seconds ago.

    The one thing this changes is that originally when your unit entered a region there would be a 3 second delay before the first speed debuff is applied. After making this change the first speed debuff would be applied instantly. If that change is fine with you, then you are good to go. If you wanted to readd the initial delay you could add an extra wait statement before the while loop even starts.

    Posted in: Triggers
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    posted a message on How to remove a trigger's effect from specific unit (aka non-global "stop trigger")

    @EagleXs: Go

    Instead of using Repeat Forever, use a while loop with a condition. A while loop will repeat infinitely as long as the condition is true, then break out as soon as it is false.

    You can also use the Wait action to add delay instead of using a timer. Timers are for when you want to display a timer for the players.

    Posted in: Triggers
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    posted a message on UI Text Message Formating

    You can set any text variable equal to the function Text with Color. If you can't find something, search by keyword (ie color) rather than limiting your search to a section. This function happens to be in the string section.

    You can also use Combine Text Multiple if you want to manually add starting and ending tags for style/color around a variable.

    Posted in: Triggers
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    posted a message on Set Elevator base height

    @Johnsoolong: Go

    I believe the crux of your problem is that by default you cannot make a ground unit go underground.

    A unit's cannot have negative height. By default a ground unit's height is relative to the ground it is standing on, so it can never clip into the ground. While it is possible to change a unit's height to be relative to the lowest point on the map, it is not done in the tutorial map and should not be necessary if you set your elevator up the same way. What this tells me is that the terrain height at the elevator must be equal to or lower than the lowest point the elevator travels to.

    Now take a look at the tutorial map. Deleting the elevator shows that there is no actual terrain where the elevator is.

    Elevator

    And looking at doodads shows that invisible platforms are actually used to determine where the normal floor is. NOTE: None of these platforms block where the elevator is.

    Invisible Platforms

    Finally, the elevator doodad will provide its own floor collision for whatever height it is at, so any units on top will automatically be raised up during its animation.

    Hopefully that is helpful in getting your own system set up.

    Posted in: Triggers
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    posted a message on Change Units Model/Actor with Triggers.

    Send Actor Message to Unit - Message type Model Swap

    Posted in: Triggers
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    posted a message on Making a unit unaccesable for a certain player.

    @WesMan00: Go

    Make Unit Commandable can be used to prevent the player from issuing any orders to the unit. Trigger based orders still work. Set Unit State can be used toggle things like selectable, targetable, etc. There are also triggers for setting alliances or even changing unit owner if that better fits somehow.

    Posted in: Triggers
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    posted a message on Save Wins and Win Count Requirment

    @WesMan00: Go

    Here is an old thread that contains all the info you need to set up bank files. The image links don't work, but it has a download for a sample map that you can take a look at.

    Posted in: Triggers
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    posted a message on [Solved] Adding text to custom tooltip

    @SomeoneTookMyNameTT: Go

    Ohhhhhhhhhhhhhhh. This all makes sense in retrospect. A tooltip is a frame containing a label, not a label itself, and naturally you need to reference the actual label for text. Not sure I would have figured that one out on my own as it never occurred to me to look at the XML for a default tooltip template.

    Thanks for once again fixing my UI! :D

    Posted in: Triggers
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    posted a message on How to add HERO LEVELS using TRIGGERS?

    @BozoOvermind: Go

    In the date editor create an effect of type Modify Unit. Find the field for experience and set this to something that makes sense for your veterancy.

    Then in the trigger editor you can use Create Effect On Unit to apply effect you just created to a specific unit and give them experience.

    Posted in: Triggers
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    posted a message on [Solved] Adding text to custom tooltip

    @SomeoneTookMyNameTT: Go

    This sounded promising, but it does not appear to work. Setting the text for the label tooltip had no affect on the custom tooltip text. With the Dialog - Set Custom Tooltip action enabled, the custom tooltip does overwrite the default one by not causing it to show up, but does not seem to inherit anything. With that action disabled, the default tooltip does appear with text as you would expect.

    @Rohime: Go

    The main thing I'm wanting to do is reanchor the tooltip, which is why I'm trying to work with custom tooltips.

    Posted in: Triggers
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    posted a message on [Solved] Adding text to custom tooltip

    I'm not sure what you mean, I'm already using that action. It is the last line in my first image.

    Here is a setup that shows what I do from start to finish.

    Trigger

    This is the results of the above trigger. I can move where the tooltip appears by modifying the highlighted line, so I know that part is being referenced properly.

    Result

    Posted in: Triggers
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    posted a message on [Solved] Adding text to custom tooltip

    Setting dialog item size does not visibly change the size of the dialog, nor does it cause the text to appear. Setting size to parent also has no affect on this.

    Posted in: Triggers
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    posted a message on [Solved] Adding text to custom tooltip

    I'm trying to create a tooltip for a small panel and anchor it how I desire. This seems to be very doable by creating a tooltip, then attaching it to the previously made panel. That works, but I can't seem to add text to the custom tooltip. I'd expect Set Dialog Item Text to do the trick, but it does not. I tried Set Dialog Item Tooltip just for good measure but also to no avail.

    Trigger

    Again this setup works and anchors the tooltip properly, but I can't find any way to add text. What am I missing?

    Posted in: Triggers
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    posted a message on Trigger debugging window in online games / replays

    You should be able to open that window after the map starts using the Open or Close Debug Window action.

    Posted in: Triggers
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    posted a message on Need help with sound channels during transmissions

    I've not worked with transmissions myself, but I use the Set Sound Channel Volume action to adjust the levels of specific sounds.

    Posted in: Triggers
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