• 0

    posted a message on Trigger stopping midway?

    @SoulTaker916: Go

    If it is stopping due to the trigger being too big, you should try to reduce the size of it anyway you can. Honestly. in my opinion having one large trigger isn't a good idea. Comment can help, but having 1-3 or so triggers that do different parts for one thing can really make it easier on the eyes and keep your Trigger Editor organized.

    Also, there are ways to reduce the size of a trigger. You may be over thinking what needs to be done to pull it off. When I started working on Dark System for Generic Code. I reduced one of the triggers they made before I joined from 25 If Statements to 0, then added a loop. Things like that can really make a significant difference.

    Also, lets say you made 1 massive trigger and then going into the Test Document and all it tells you is that there was a Dialog Parameter Error in a trigger that has loads of Dialogs. That would be a huge mess of not knowing exactly what went wrong. By splitting it up into multiple triggers can make it easier to figure out where errors are happening a much easier process.

    Posted in: Triggers
  • 0

    posted a message on Marine Squad - Alert Allies upon Death

    Awe, you all beat me to the punch. :P

    Posted in: Triggers
  • 0

    posted a message on Marine Squad - Alert Allies upon Death

    @Alnatair: Go

    Untitled Trigger 001
        Events
            Unit - Any Unit Enters (Entire map)
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 2
        Actions
            Unit Group - Add (Triggering unit) to Enemy Units
    
    Untitled Trigger 002
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 2
        Actions
            Unit Group - Remove (Triggering unit) from Enemy Units
            Unit Group - Pick each unit in Enemy Units and do (Actions)
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            And
                                Conditions
                                    (Closest unit to (Position of (Triggering unit)) in Enemy Units) == (Picked unit)
                                    (Distance between (Position of (Triggering unit)) and (Position of (Picked unit))) <= 8.0
                        Then
                            ------- SOUND THE ALARM!
                        Else
    

    Trigger 001 - Is for adding any unit on map owned by Player 2 To the Enemy Units unit group.

    Trigger002 - Is a little more complex and actually took me awhile to figure out. Basically, when any unit dies and is owned by Player 2, it removes that unit from the Enemy Units unit group.

    This is because if you don't, then the first condition below (Which finds the closest unit to the unit that died within that unit group) will just return the unit that died as the closest unit to the unit that died.

    The second condition checks if the distance between the killed unit and the closest unit to the killed is less than or equal to 8. By doing this we can adjust the value of 8 to what we believe would make the closest unit within vision of the killed unit, since if the closest unit isn't in vision, none of them are.

    If all equals true...

    Then - SOUND THE ALARM.

    Added a map to demonstrate if needed.

    IMPORTANT - Make sure any of the units that are going to be triggering this trigger have a Death Time of 1 or more. This is because if the Death Time is set to 0, the unit will be gone before the trigger can do it's work. You can change the Death Time of a unit within the Data Editor under the Unit tab.

    Posted in: Triggers
  • 0

    posted a message on Marine Squad - Alert Allies upon Death
    Untitled Trigger 001
        Events
            Unit - Any Unit Enters a distance of 8.0 from Ghost [87.88, 104.38]
        Local Variables
        Conditions
        Actions
            Variable - Set GhostVisible = True
    
    Untitled Trigger 002
        Events
            Unit - Any Unit Leaves a distance of 8.0 from Ghost [87.88, 104.38]
        Local Variables
        Conditions
        Actions
            Variable - Set GhostVisible = False
    

    Than, in another trigger you can use the Boolean in an If Than Else to only alert if true.

    Posted in: Triggers
  • 0

    posted a message on Trigger Weather Effects

    @BasharTeg: Go

    Yes, but you were talking about uploading the mod separately if others weren't able to see the effects.

    Quote:

    I suppose you could publish the weather mod privately on bnet so other players are forced to download it when loading your map.

    I assume it would be the same as loading a map within a map, which doesn't work.

    Posted in: Triggers
  • 0

    posted a message on Soundtracks

    @EivindL: Go

    If you could copy your trigger as text and then post it here so I can see what you're working with so it's easier for me to help you.

    Posted in: Triggers
  • 0

    posted a message on ObjectivePanel frame cannot be found.

    I'm wanting the move the ObjectivePanel to the mid right underneath my Minimap which is at the top right. I went through the GameUI layout and found that the ObjectivePanel is located at "GameUI/UIContainer/ConsoleUIContainer/FullscreenUpperContainer/ObjectivePanel". When I set the anchors and then try to save then it errors saying...

    "[12/22/2012 5:02:41 PM] UI: File [Objectives_Panel.SC2Layout] Line [6] Column [5]. Failed to locate specified Desc [GameUI/UIContainer/ConsoleUIContainer/FullscreenUpperContainer/ObjectivePanel].
    [12/22/2012 5:02:41 PM] UI: File [Objectives_Panel.SC2Layout] Line [6] Column [5]. Could not find Frame Desc [GameUI/UIContainer/ConsoleUIContainer/FullscreenUpperContainer/ObjectivePanel] in File Desc"

    Which to me doesn't make sense, since I got it's location from the GameUI layout.

    Posted in: UI Development
  • 0

    posted a message on How do you hide shield, life, and weapon levels?

    @SkeletalHammer:

    What would have to do is find the type and name of those boxes and use:

    <Frame name="..." type="...">
      <Visible val='False'/>
    </Frame>

    Using an MPQ editor would help to make it easier find out their names.

    Posted in: UI Development
  • 0

    posted a message on Little Square Box on the right side of the Game UI.

    So I spent the day learning XML. Wasn't as bad as I thought especially since I already have experience with HTML and PHP. I set up multiple custom .SC2Layout text documents in Notepad++ to change, move and add what I want done in on my map. When hiding the frames I don't want the only one I can't seem to get rid of is this little square box on the right side of the Game UI. Mainly because I'm not sure what it's called so removing it becomes an annoying task.

    If anyone could let me know the type and name of this frame I would appreciate it.

    Posted in: UI Development
  • 0

    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    When hiding the frames I still have a little square box on the right side of my screen. I was wondering what the name of that box is so I can hide or move off screen?

    Posted in: Tutorials
  • 0

    posted a message on Custom UI without Triggers.

    I'm looking to start editing the UI Module to set up custom UI for a map I'm working on. I tried setting up Custom UI through triggers and I was able to set up an abilities menu to where to could select and add an ability to the action bar and then use it and all that stuff. The only issue I really had is that I mainly had to make all of my abilities through triggers since the Issue Order action doesn't list most abilities.

    I was wondering if I someone could point me in the direction of finding a good "tutorial" I guess of how Blizzard has their XML set up to help me understand their set up faster for the sake of saving time instead of having to go through it and play around for hours and hours. Mainly just looking to make custom Game UI.

    Thanks for any advise.

    Posted in: UI Development
  • 0

    posted a message on Trigger Weather Effects

    @BasharTeg: Go

    Possibly. I just know adding in third-party add-ons can sometimes not show for the other players or cause serious lag issues. Especially when it comes to weather effects. I'm not sure how big the add-on is since I haven't check it out but if it's works and looks really good then I'm going to assume it takes a good amount to run. Add that with your map full of custom data, triggers, terrain, server connection, player internet connection and computer hardware there is a good chance you could get a bad result when going live on Bnet. A lot of people lag within in custom maps due to too much happening at once or too many units on the screen. I couldn't imagine spawning rain like doodads across an entire map with up to 12 players in game all at the same time.

    Also. If the add-on doesn't download with the map on Bnet, loading it up privately wont work. Not even if you did it publicly. You would get the same issue as if you were trying to use the "General - Set Next Map" action. Which works offline if you set up your folders correctly, but does not work online at all.

    Posted in: Triggers
  • 0

    posted a message on Issue Order - Cursor Effect via Triggers

    What you could try is to use the action "Animation - Play Animation", link to that actor and set the Options to "Play Forever". If that doesn't work then you can try and use "Animation - Set Animation Duration" and set how long it take for the animation to play. You could set it to 10000000 seconds so it would take forever for it to end.

    Just some possibilities.

    Posted in: Triggers
  • 0

    posted a message on 3D Portrait within a Dialog or Boss Bar?

    I was wondering if setting a 3D Portrait of the specified unit was possible within Dialogs or Boss Bars instead of using the static portrait?
    Thought I would ask to save time.

    Thanks.

    Posted in: Triggers
  • 0

    posted a message on Trigger Weather Effects

    @BasharTeg: Go

    Any third-party add-on to the Galaxy Editor will most likely cause at least some lag issues, especially since the add-on is in BETA. Also I'd suggest testing it privately with some friends on Bnet to see how much it would affect the overall loading/fps drops when active compared to not active. Checking on Bnet is also good to make sure that others can see the weather effects since if they wont have the third-party add-on downloaded as you do.

    Posted in: Triggers
  • To post a comment, please or register a new account.