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    posted a message on Cant publish my map any more

    Did some more line by line debugging and I narrowed it down to the "race" parameter used in the game variant. Apparently if I set any race for any player, it won't publish anymore with that 3250 error. Someone else has tested this on an empty map and apparently it worked for them, so I'm guessing it's a combination of factors... but I can't figure out anything else besides the race.

    Posted in: Miscellaneous Development
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    posted a message on Cant publish my map any more

    I'm having the same goddamn problem with the difference that my error says Unknown [3250] error instead of "variant definition is not valid". The only thing I did in-between working and not-working versions was to add a game variant. It published well before the variant, now it won't publish.

    Posted in: Miscellaneous Development
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    posted a message on Cancel Ongoing Ability Action

    I haven't managed to figure this out, some people suggested it's not possible at all. But I did go around it by having the ability disabled by default and only activate them through outside triggers when the conditions were met. Still if anyone can figure this out, I think many people would like to know.

    Posted in: Miscellaneous Development
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    posted a message on Cancel Ongoing Ability Action

    I've got an ability that gets handled through a trigger. The ability has cost, cooldown and other stuff set from the data editor, only the effect is handled through the trigger. The problem is that the effect can only process under certain conditions, and I want to be able to cancel the execution of the ability from an early ability stage, from the trigger, before the cost and cooldown is processed. Anyone know at what ability stage I should perform my condition verification, and what action I can use within the trigger in order to cancel/stop the ability from processing the rest of the stages?

    Posted in: Miscellaneous Development
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    posted a message on Custom Doodad Color Action

    Thanks, it worked. I haven't explored actors much, I see there's lots of stuff you can do with this send message thingy :)

    Posted in: Miscellaneous Development
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    posted a message on Custom Doodad Color Action

    I want to change the custom color (tint) of a doodad from an action... is there any way to do that, I can't seam to find any?

    Posted in: Miscellaneous Development
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    posted a message on Open the cliff doors?

    It's possible to play a custom doodad animation by doing:

    Animation - Play Morph animation on Space Platform Cliff Door doodads in the region BlueDoor as Default, using No Options options and Default Time blend time

    The BlueDoor is the region I drew over the door. Doing this action will play the entire morph animation, which starts with the closed door, opens it up for a few seconds, then it closes it back up. Haven't figured out how to make it stop in open position.

    Posted in: Miscellaneous Development
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    posted a message on Open the cliff doors?

    How about telling us how you got it working on a doodad instead of just saying you got it working...

    Posted in: Miscellaneous Development
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    posted a message on Modifying Supplies Value

    Ok so as I was re-reading my post I just had an idea...

    I will modify my dummy supply depot to give 200 supply or so, and then just lower/raise the max supply limit to the value I want using triggers. This should achieve my goal elegantly. Dunno why I didn't think of this before, instead of trying to control the actual amount, I set the amount really high, and then control the cap.

    Posted in: Miscellaneous Development
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    posted a message on Modifying Supplies Value

    My map has 2 teams each of 3 players, and my idea was to give have each team a set number of supplies, say 150. This supply would divide to the number of players that are in-game, thus 150/3 = 50 supply for each player. I was going to have the map automatically re-allocated supply when a player leaves. This way, if there are leavers on either team, the remaining players on that team will have their supply increased so that the match will remain balanced.

    The problem is, I couldn't possibly find any way of setting current supply value from triggers. The only supply related trigger is the one for setting MAX supply limit, which is not the actual supply value, it's the max value cap. Apparently the supply can only be manually set from the unit stat. Or, you could create a behavior that modifies the unit stat to increase/decrease supply provided by that unit and then use triggers to apply/remove that behavior.

    My map doesn't use structures, players only have units, so I ended up creating a dummy supply depot unit with an invisible model, invulnerable and no collision/selection. Having this allows me to set whatever supply I want without actually displaying any structures for players to see in game. However, since there's no way to directly modify the supply from triggers, my only option would be to create a behavior and stack it multiple times, which is pretty retarded.

    I want to be able to set the allocated team supply in a variable and then have the script divide it by the number of players. If I use a behavior, it means that I'll have to set the behavior to +1 supply, and then stack it on top of my dummy supply depot many times till I get my number right, it's such an ugly solution...

    Any ideas? Am I missing something? Maybe there's a way to set the supply level from triggers and I am not aware of it (I did ask on the mIRC channel and did a lot of searches too and couldn't find a solution)?

    Posted in: Miscellaneous Development
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    posted a message on Snap to Grid!?

    I noticed you can snap to grid when you're drawing regions by holding the CTRL button pressed. I'm not sure if it works with anything else. The brush tool is great for organic drawing but I agree that's terrible for artificial-looking structures.

    Posted in: Miscellaneous Development
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    posted a message on e_cmdNotEnoughCustom

    bump

    Posted in: Miscellaneous Development
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    posted a message on e_cmdNotEnoughCustom

    I made use of the Custom Resource on my map and the problem is that when the custom resource runs out, the game displays an "e_cmdNotEnoughCustom" error when you try to take an action which demands that custom resource. This message replaces the classic "Not enough minerals/vespene" that you get when you try to create a building and you don't have the needed raw materials. I want it to say "Not enough credits." instead of that error but I can't figure out where this message is handled.

    Originally I've looked under the text editor thinking that it might be there, but I couldn't find it there, so I'm thinking that maybe there's some sort of event that can be intercepted using triggers in order to display whatever text I want!? Any help would be greatly appreciated.

    Posted in: Miscellaneous Development
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