At the moment i've started a project which is going to require a lot of work around the predator unit. So, have any custom animations for it ever been made? And, if possible, i'd request an ability channel animation (my idea is that it keeps its tail like it's plugged into something ahead, but any other would be much appreciated as well).
Actually, it seems to me that a human eye just can't spot where exactly the projectile is fired from, at least in my case, lol. Guess i've created a problem from nothing again...
Marauder doesn't launch both grenades simultaneously. In my case i can either use two different search effects, but this will lead to the problem of separating targets; or use one, but then both attcks will be launched from the same attachment point.
I've recently come up with an idea for an ability, but it has one problem. Basically, once activated, the ability should use a search effect to choose 2 (or whatever number you like, >1) targets and then launch 2 separate effects on them. The problem is that the effects should somehow communicate not to get launched at the same target. The behavour-validator solution seems too risky as both effects are started simultaneously. Is this possible at all?
Edit: Oh wait, guess i've just asked a very stupid thing, since a search effect automatically launches a separate effect for each unit in the area >_<
but ok, then the next question is - is there any way for the unit's actor to distinguish these two effects, and, let's say, launch their visual parts from different arms?
Yep, guess it would me much easier through dummy behaviours and validators. I mean the "behaviour count" vaidators, used by the ability to check the target unit.
This only affects the fog of war and is not the same thing as using a Revealer over a region.
And it does just what I need. Well, in my case it doesn't. But i don't need a full revealer here, the main building is visible by default. Really, i know what i'm doing.
It appears as if your trigger may be having problems as a result of the Wait function. Try disabling this function to see if it's the cause.
Debug shows the trigger gets stuck before this.
Another problem may be that the game might be unable to store the unit's identifier after its death and after the Wait time. To get around this, set a variable to something that indicates which team has won before your Wait function. For example, WinningTeam (local integer) = 1 for team 1's victory. Then reference that variable later when deciding what to do with each team at the end of the game.
Very much doubt this. As i said, the unit's death time is -1. But will try this as well.
Also, I'm not really sure what the purpose of restoring and unlocking the camera is since, by that point, all players should have been given either victory or defeat messages. O.o
Because some people enjoy resuming the game after their victory. Maybe they'll want to look for eastereggs or whatever.
Because
1). Function will also include AI players which i don't need;
2). Idk how will the function work in case if host desides to use autobalance.
Anyway, i tried the fuction too - didn't work either.
The only other thing I can think of right now is that your code could be out of sync with your GUI trigger (Ctrl+f11 to check the actual code). I've heard of this happening to someone before.
Even if so, i don't have an idea how the right script would look like. Damn. Will try to learn something about galaxy scripting, but this all is extremely weird.
Edit: tried removing everything before 5m... so, the winners get the endgame screen, the losers don't 0_o
So if you disable the "Visibility - Change visibility" actions, does that make the rest of the trigger work?
No :'(
Did you try displaying a text message after the 5s wait to see if the trigger reaches that point? Or putting a breakpoint in and watching the trigger run in the trigger debugging window? (Type 'TrigDebug' in chat in-game)
Are you sure there are players in each player group of "Players by teams[]"?
Yep, double checked it. Lots of triggers use this variable before the endgame, and they all work correctly.
You said you marked exactly where the trigger stops working... where was that?
There is a comment at the end of the line. Scroll it to the right.
BTW, don't you need to modify and save the banks BEFORE ending the game for all players?
Dunno, i very much doubt players can leave so rapidly that their banks won't be saved. Unless the player is deleted from game by this action, but as far as i know he isn't.
Victory/defeatEventsUnit-AnyUnittakesFatalorNon-FatalAnydamage(fromAnyeffects)LocalVariablesConditionsOrConditions(Triggeringunit)==CommandBio-Dome[10.00,94.00](Triggeringunit)==CommandBio-Dome[94.00,10.00]((Triggeringunit)Life(Current))<=8.0ActionsTrigger-Turn(Currenttrigger)OffPlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsUnit-PauseHeroes[(Pickedplayer)]Camera-Savethecurrentcamerasettingsforplayer(Pickedplayer)Camera-Lockcamerainputforplayer(Pickedplayer)General-If(Conditions)thendo(Actions)elsedo(Actions)If(Triggeringunit)==CommandBio-Dome[10.00,94.00]ThenCamera-ApplyCamera001forplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocity,10.0%deceleration,andIncludeTarget// This one worksVisibility-Changevisibilityforplayer(Pickedplayer)toExploredwithinBase1andDoNotcheckclifflevel// And this doesn't :(ElseCamera-ApplyCamera002forplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocity,10.0%deceleration,andIncludeTargetVisibility-Changevisibilityforplayer(Pickedplayer)toExploredwithinBase2andDoNotcheckclifflevelGeneral-Wait5.0GameTimesecondsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Triggeringunit)==CommandBio-Dome[10.00,94.00]ThenPlayerGroup-PickeachplayerinPlayersbyteams[2]anddo(Actions)ActionsGame-EndgameinVictoryforplayer(Pickedplayer)(Showdialogs,Showscorescreen)Bank-Storeinteger((Load"wins"ofsection"stats"frombankBank[(Pickedplayer)]asintegervalue)+1)as"wins"ofsection"stats"inbankBank[(Pickedplayer)]AddXP((Pickedplayer),100)PlayerGroup-PickeachplayerinPlayersbyteams[1]anddo(Actions)ActionsGame-EndgameinDefeatforplayer(Pickedplayer)(Showdialogs,Showscorescreen)Bank-Storeinteger((Load"loses"ofsection"stats"frombankBank[(Pickedplayer)]asintegervalue)+1)as"loses"ofsection"stats"inbankBank[(Pickedplayer)]ElsePlayerGroup-PickeachplayerinPlayersbyteams[1]anddo(Actions)ActionsGame-EndgameinVictoryforplayer(Pickedplayer)(Showdialogs,Showscorescreen)Bank-Storeinteger((Load"wins"ofsection"stats"frombankBank[(Pickedplayer)]asintegervalue)+1)as"wins"ofsection"stats"inbankBank[(Pickedplayer)]AddXP((Pickedplayer),100)PlayerGroup-PickeachplayerinPlayersbyteams[2]anddo(Actions)ActionsGame-EndgameinDefeatforplayer(Pickedplayer)(Showdialogs,Showscorescreen)Bank-Storeinteger((Load"loses"ofsection"stats"frombankBank[(Pickedplayer)]asintegervalue)+1)as"loses"ofsection"stats"inbankBank[(Pickedplayer)]PlayerGroup-Pickeachplayerin(Allplayers)anddo(Actions)ActionsCamera-Unlockcamerainputforplayer(Pickedplayer)Camera-Restorethesavedcamerasettingsforplayer(Pickedplayer)over2.0secondswithExistingVelocity%initialvelocityand10.0%decelerationUnit-UnpauseHeroes[(Pickedplayer)]Bank-SavebankBank[(Pickedplayer)]
Sorry for such a useless wall of code, i don't have an idea what to remove.
Classic victory/defeat trigger here. When a base is destroyed, it stops the game (at least it stops whatever players can command) and forces their cameras to turn to the destroyed base, and then goes the victory/defeat screen... which doesn't show up. I've made some debugging and marked where exactly the trigger stops working, but dunno why it does.
Before you ask: "Players by teams[]" is an array and has a "Player group" type, "Banks[]" are just banks, that strange event and waiting action is meant to show the last projectiles hitting the unit before its death, that unit type has death time -1 so its data shouldn't be removed, and no errors are popping up. Absolutely no idea what's wrong.
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At the moment i've started a project which is going to require a lot of work around the predator unit. So, have any custom animations for it ever been made? And, if possible, i'd request an ability channel animation (my idea is that it keeps its tail like it's plugged into something ahead, but any other would be much appreciated as well).
0
Actually, it seems to me that a human eye just can't spot where exactly the projectile is fired from, at least in my case, lol. Guess i've created a problem from nothing again...
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@FunkyUserName:
If only i knew how to add this delay...
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@SoulFilcher:
Ok, but how exactly should i exclude it?
P.S. Looks like pretty pointless work, i'd better find a point to attach both effects to.
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@FunkyUserName:
Marauder doesn't launch both grenades simultaneously. In my case i can either use two different search effects, but this will lead to the problem of separating targets; or use one, but then both attcks will be launched from the same attachment point.
0
I've recently come up with an idea for an ability, but it has one problem. Basically, once activated, the ability should use a search effect to choose 2 (or whatever number you like, >1) targets and then launch 2 separate effects on them. The problem is that the effects should somehow communicate not to get launched at the same target. The behavour-validator solution seems too risky as both effects are started simultaneously. Is this possible at all?
Edit: Oh wait, guess i've just asked a very stupid thing, since a search effect automatically launches a separate effect for each unit in the area >_<
but ok, then the next question is - is there any way for the unit's actor to distinguish these two effects, and, let's say, launch their visual parts from different arms?
0
@merrillphish:
Yep, guess it would me much easier through dummy behaviours and validators. I mean the "behaviour count" vaidators, used by the ability to check the target unit.
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UPD.
I have no idea how, but it began to work. 0____o Not sure what change exactly did the trick, though.
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@BasharTeg: Go
This only affects the fog of war and is not the same thing as using a Revealer over a region.
And it does just what I need. Well, in my case it doesn't. But i don't need a full revealer here, the main building is visible by default. Really, i know what i'm doing.
It appears as if your trigger may be having problems as a result of the Wait function. Try disabling this function to see if it's the cause.
Debug shows the trigger gets stuck before this.
Another problem may be that the game might be unable to store the unit's identifier after its death and after the Wait time. To get around this, set a variable to something that indicates which team has won before your Wait function. For example, WinningTeam (local integer) = 1 for team 1's victory. Then reference that variable later when deciding what to do with each team at the end of the game.
Very much doubt this. As i said, the unit's death time is -1. But will try this as well.
Also, I'm not really sure what the purpose of restoring and unlocking the camera is since, by that point, all players should have been given either victory or defeat messages. O.o
Because some people enjoy resuming the game after their victory. Maybe they'll want to look for eastereggs or whatever.
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Buuuuump? Seriously, does anyone have an idea what's going on?
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@hobbidude: Go
Because 1). Function will also include AI players which i don't need; 2). Idk how will the function work in case if host desides to use autobalance. Anyway, i tried the fuction too - didn't work either.
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@DeltaV: Go
The only other thing I can think of right now is that your code could be out of sync with your GUI trigger (Ctrl+f11 to check the actual code). I've heard of this happening to someone before.
Even if so, i don't have an idea how the right script would look like. Damn. Will try to learn something about galaxy scripting, but this all is extremely weird.
Edit: tried removing everything before 5m... so, the winners get the endgame screen, the losers don't 0_o
0
@DeltaV: Go
So if you disable the "Visibility - Change visibility" actions, does that make the rest of the trigger work?
No :'(
Did you try displaying a text message after the 5s wait to see if the trigger reaches that point? Or putting a breakpoint in and watching the trigger run in the trigger debugging window? (Type 'TrigDebug' in chat in-game)
Yep, and it doesn't reach that point.
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@DeltaV: Go
Are you sure there are players in each player group of "Players by teams[]"?
Yep, double checked it. Lots of triggers use this variable before the endgame, and they all work correctly.
You said you marked exactly where the trigger stops working... where was that?
There is a comment at the end of the line. Scroll it to the right.
BTW, don't you need to modify and save the banks BEFORE ending the game for all players?
Dunno, i very much doubt players can leave so rapidly that their banks won't be saved. Unless the player is deleted from game by this action, but as far as i know he isn't.
0
Sorry for such a useless wall of code, i don't have an idea what to remove.
Classic victory/defeat trigger here. When a base is destroyed, it stops the game (at least it stops whatever players can command) and forces their cameras to turn to the destroyed base, and then goes the victory/defeat screen... which doesn't show up. I've made some debugging and marked where exactly the trigger stops working, but dunno why it does.
Before you ask: "Players by teams[]" is an array and has a "Player group" type, "Banks[]" are just banks, that strange event and waiting action is meant to show the last projectiles hitting the unit before its death, that unit type has death time -1 so its data shouldn't be removed, and no errors are popping up. Absolutely no idea what's wrong.