its a buff behaviour, and its the ressources needed to cast the behaviour.
Im trying to learn the Data Editor so I could be way off the solution with this, but it states Passive effects for Units and theres a range modificator in there..
hmm i could try it with upgrading all Archons, but would really like to know if its possible with behaviours.
ive got a question on how i can increase range through a trigger(dialog).
Ive set up a behaviour for it but i cant seem to get it to work.... i can add abilities, speed and other stuff np but the range gives me problems. Its just for a single Archon.
my behaviour from the data editor looks like this:
Yeah sorry its hard to get the picture if you dont know for what i use it for.
So basically i have a series of questions that you get some answers to choose from, if you pass you move on if not you die.
So i had this idea to put all the wrong answers into an array and on every question theres just 1 right variable and this big array of wrong answers.
On every a new question i would put up a switch function
1. right variable
2. array of wrongs
3. default = cancel
and i asked myself how i could just let the programm look out for the array without knowing which index just look for any index doesnt matter, basically useing it like a boolean that means = wrong
im kinda new to programming so i guess theres tons of better solutions but i want to learn and asked myself if it would be possible with this array.
Hope this lightens things up a bit.
At the moment i use the default of the switch function as the wrong, really works out without this array of wrongs.
heres an example:
Answer2EventsDialog-AnyDialogItemisClickedbyPlayerAnyPlayerLocalVariablesbuttonpressed=(Useddialogitem)<DialogItem>ConditionsAndConditionsQuestionnumber==2Menubutton!=(Useddialogitem)ActionsGeneral-Switch(Actions)dependingonbuttonpressedCasesGeneral-If(right)ActionsDialog-DestroyDialog[4]Dialog-DestroyDialog[5]Camera-Panthecameraforplayer1to(PositionofPathblock[10.00,95.00])over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningGeneral-Wait2.0GameTimesecondsUnit-Orderallunitsin(PathblockunitsinRegion002ownedbyplayerAnyPlayermatchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(SupplyDepot-Lower(SupplyDepot))(ReplaceExistingOrders)General-Wait1.0GameTimesecondsUnit-UnpauseArchon[14.33,100.12]Transmission-StopsallactivetransmissionsTrigger-TurnQuestion1dialogOffCamera-Panthecameraforplayer1to(PositionofArchon[14.33,100.12])over2.0secondswithExistingVelocity%initialvelocity,10%deceleration,andDoNotusesmartpanningUnit-MakeArchon[14.33,100.12]CommandableTransmission-Sendtransmissionto(Allplayers)from(Changeling[2.08,12.21]withFlash(DoNotoverrideportrait)playingTalk)playingNoSoundLinkwithname"Mazekeeper"andmessage"Nifty Nifty ;D"using(Cinematicportrait(CenterLeft))playingTalk(Add5.0seconds,Don't Wait until it finishes)Variable-Settrialnumber=1Variable-SetQuestionnumber=3General-If(cancel)ActionsUnit-UnpauseArchon[14.33,100.12]Dialog-DestroyDialog[4]Dialog-DestroyDialog[5]Transmission-StopsallactivetransmissionsUnit-MakeArchon[14.33,100.12]CommandableDefaultUnit-OrderArchon[14.33,100.12]to(HoldPosition)(ReplaceExistingOrders)Transmission-StopsallactivetransmissionsDialog-DestroyDialog[4]Dialog-DestroyDialog[5]Camera-Zoomcameraforplayer1at(PositionofArchon[14.33,100.12])fromDefaultCameraDistanceto(Abs(15.0))over3.0secondsUnit-OrderallunitsinUnitGroup003to(Zergling-Unburrow)(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup004to(Zergling-Unburrow)(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup006to(Zergling-Unburrow)(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup007to(Zergling-Unburrow)(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup008to(Zergling-Unburrow)(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup009to(Zergling-Unburrow)(ReplaceExistingOrders)General-Wait1.0GameTimesecondsUnit-OrderallunitsinUnitGroup003to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup004to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup006to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup007to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup008to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)Unit-OrderallunitsinUnitGroup009to(AttackArchon[14.33,100.12])(ReplaceExistingOrders)
i looked up the search function but didnt seem to find anything related.
Following problem:
Im creating a Trivia map with several Questions that are answered thorugh a dialog button, for every wrong answer theres an array that saves the dialog item. Now in my event i have a switch case, where i want some actions to happen if ANY index of the array is used. but i cant seem to find the order/preset for the
Im having problems with the event any Dialog item is clicked. isnt there a way to delete just the Dialogs you want, without having to refer to Last Dialog created or Destroy all dialogs? Like give Dialogs a name and then destroy just exactly this Dialog.
Im asking because i want to make an Exit button on my screen, that cant get deleted and pops up a custom menu.
0
@Eldrazor: Go
i wouldnt worry so much about protection, since it most likely only prevents noobs from not being able to copy ur map.
0
@TGhostdk: Go
im not a programming pro but my guess would be that the array you have with your points [4] starts with 0 not 1, its just a wild guess tho.
so i would change player 1 to 0, player 2 to 1 etc. then also change the for each integer accordingly.
or set your Integer i to = 1
0
@Eldrazor: Go
Thx Eldrazor im gonna try that!
0
Thx for the responses!
argh darn i hoped there would be such an action or something in the data editor like a flag i could check to solve this problem :(
0
Hello fellow modders
I was asking myself if its possible to give a unit some kind of trigger action that lets it pass through otherwise forbidden Pathings.
Or is it possible to deactivate and then re enable pathings thorugh triggers?
Help would be really appreciated!
0
solved
0
@Eldrazor: Go
its a buff behaviour, and its the ressources needed to cast the behaviour. Im trying to learn the Data Editor so I could be way off the solution with this, but it states Passive effects for Units and theres a range modificator in there..
hmm i could try it with upgrading all Archons, but would really like to know if its possible with behaviours.
0
bump
0
Hey fellow mappers
ive got a question on how i can increase range through a trigger(dialog).
Ive set up a behaviour for it but i cant seem to get it to work.... i can add abilities, speed and other stuff np but the range gives me problems. Its just for a single Archon.
my behaviour from the data editor looks like this:
and the trigger looks like this
or is there an easier way to do this i overlooked?
0
Yeah sorry its hard to get the picture if you dont know for what i use it for.
So basically i have a series of questions that you get some answers to choose from, if you pass you move on if not you die.
So i had this idea to put all the wrong answers into an array and on every question theres just 1 right variable and this big array of wrong answers.
On every a new question i would put up a switch function
1. right variable 2. array of wrongs 3. default = cancel
and i asked myself how i could just let the programm look out for the array without knowing which index just look for any index doesnt matter, basically useing it like a boolean that means = wrong
im kinda new to programming so i guess theres tons of better solutions but i want to learn and asked myself if it would be possible with this array.
Hope this lightens things up a bit.
At the moment i use the default of the switch function as the wrong, really works out without this array of wrongs.
heres an example:
0
I used the default setting for a workaround but now the game menu dialog item is causing problems.
0
Not exactly, i want the action to happen with any index of the array.
is this possible?
0
Hello everyone
i looked up the search function but didnt seem to find anything related.
Following problem: Im creating a Trivia map with several Questions that are answered thorugh a dialog button, for every wrong answer theres an array that saves the dialog item. Now in my event i have a switch case, where i want some actions to happen if ANY index of the array is used. but i cant seem to find the order/preset for the
Does anyone know?
Greetz Fanta
0
Thanks a lot for the fast response!
Ill try that right away :)
Really appreciated you guys!
0
Hello fellow modders!
Im having problems with the event any Dialog item is clicked. isnt there a way to delete just the Dialogs you want, without having to refer to Last Dialog created or Destroy all dialogs? Like give Dialogs a name and then destroy just exactly this Dialog.
Im asking because i want to make an Exit button on my screen, that cant get deleted and pops up a custom menu.
Any ideas?