@Helral:
I did it and now I can't use commands like attack-move or move on the mini map, but I still can left click on the mini map and it will move there.. I can disable this by disabling smart-click, but this will cause the player to be unable to right click to move around
@redconfusion:
hi.. I need the mini map because I want players to see their relative positions, but I don't want them to be able to click on each other and just get there. smart clicking is actually right clicking on the mouse, and not what I wanted..
best solution I found for the problem is changing the unit's mover type to fly (not fly actually, but a duplicate of it with height set to ground), but this have some flaws I'd love to get rid of
ok I figured out the second one.. apparently the map wasn't using the default camera but the Installation one.. I have no idea why but editing it worked perfectly..
now back to the first question, already in page 3 after 4 hours? no help? anyone?
I'm not sure, but in the second question instead of suggesting to lower the gate to the tactical ai, just issuing an order to the gate seems to be a better way to work (unit - issue order to unit).. not sure about it but you can try
I'm currently looking at the leaderboard init:
lets run the first - picked player = 1, he's playing
column 1 row 2 = name
column 2 row 2 = "0"
now lets go to the second player picked player = 2, as the leadeoboard tells you he's not playing so
column 1 row 2 = name
column 2 row 2 = "0"
now lets move to the unit dies trigger, player 1 kills a unit
picked player first is player 1, he's playing
column 1 row 2 = name
column 2 row 2 = "1"
next picked player is player 2, we already know he's not playing
column 1 row 2 = name
column 2 row 2 = "not playing"
now I have no idea what the "player = playing" actually means but I've got a feeling that the computer that represents player 2 (if it was a user on an online test I have no idea, off-line a user won't be in the active players group) isn't considered as playing
why do you want to show players that aren't there? I find this to work very well:
playerNum is the number of players, the +1 is to add a row for headings..
what the loop does is pick the next player from the active players group, and that way you go only over the active players and doesn't waste space on 6 players not present in game
it gives you only the active players and doesn't waste space on not-active ones..
2 questions:
1) how do I block players from giving commands through the mini map? I use the mini map to show the location the player needs to get to, but as of now he can just click there and the pathing system will do all the work for him..
=== *solved *===2) I'm trying to use a camera follow on a unit, the only problem is that the camera takes a long time to get to the unit's speed and it trails behind in the process.. I went to the data editor and changed :
follow scroll limit: 999
Scroll acceleration period: 0.0000|0.0000
scroll deceleration period: 0.0000|0.0000
Scroll distance maximum 0.0000|0.0000
scroll rate maximum: 0.0000|0.0000
and it doesn't work, what should I change for it to work?===* /solved *===
playerNum is the number of active players (2 in my tests, 1 user 1 computer)
UnitRevive is a built in function, I didn't write it, and I have no idea where it's located, I took it from a tutorial on youtube :p
respawns is a pointer array where all the respawn pointers are placed
killing by trigger means for example:
event : player types "-kill"
actions : Unit - kill - specific unit
dieing to units means just dieing to hostile zerglings..
respawning after death in the first way only works if it's the first time you die, respawning from death by creeps always work
I have the following unit respawn code:
now the results of it are:
whenever I die to another player it works fine..
whenever I die to hostile units (15) or to natural units (0) everything works fine..
If the first death is on a triggered mechanic (16) it works fine as well, every death that isn't the first death to a trigger (16) just doesn't work for some reason.. I have no idea why, help?
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now back to the first question, already in page 3 after 4 hours? no help? anyone?
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lets run the first - picked player = 1, he's playing
column 1 row 2 = name
column 2 row 2 = "0"
now lets go to the second player picked player = 2, as the leadeoboard tells you he's not playing so
column 1 row 2 = name
column 2 row 2 = "0"
now lets move to the unit dies trigger, player 1 kills a unit
picked player first is player 1, he's playing
column 1 row 2 = name
column 2 row 2 = "1"
next picked player is player 2, we already know he's not playing
column 1 row 2 = name
column 2 row 2 = "not playing"
now I have no idea what the "player = playing" actually means but I've got a feeling that the computer that represents player 2 (if it was a user on an online test I have no idea, off-line a user won't be in the active players group) isn't considered as playing
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playerNum is the number of players, the +1 is to add a row for headings.. what the loop does is pick the next player from the active players group, and that way you go only over the active players and doesn't waste space on 6 players not present in game it gives you only the active players and doesn't waste space on not-active ones..
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1) how do I block players from giving commands through the mini map? I use the mini map to show the location the player needs to get to, but as of now he can just click there and the pathing system will do all the work for him..
=== *solved *===2) I'm trying to use a camera follow on a unit, the only problem is that the camera takes a long time to get to the unit's speed and it trails behind in the process.. I went to the data editor and changed : follow scroll limit: 999 Scroll acceleration period: 0.0000|0.0000 scroll deceleration period: 0.0000|0.0000 Scroll distance maximum 0.0000|0.0000 scroll rate maximum: 0.0000|0.0000 and it doesn't work, what should I change for it to work?===* /solved *===
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UnitRevive is a built in function, I didn't write it, and I have no idea where it's located, I took it from a tutorial on youtube :p
respawns is a pointer array where all the respawn pointers are placed
killing by trigger means for example:
event : player types "-kill"
actions : Unit - kill - specific unit
dieing to units means just dieing to hostile zerglings..
respawning after death in the first way only works if it's the first time you die, respawning from death by creeps always work
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I have the following unit respawn code: now the results of it are: whenever I die to another player it works fine.. whenever I die to hostile units (15) or to natural units (0) everything works fine.. If the first death is on a triggered mechanic (16) it works fine as well, every death that isn't the first death to a trigger (16) just doesn't work for some reason.. I have no idea why, help?