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    posted a message on how to create a cannibalize ability
    I think your problem is that dead units have an unclickable flag, so you can't click them.. I have no idea how to change it on the other hand..
    Posted in: Miscellaneous Development
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    posted a message on disabaling mini map commands and camera trailing
    @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
    Posted in: Miscellaneous Development
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    posted a message on disabaling mini map commands and camera trailing
    @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
    Posted in: Miscellaneous Development
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    posted a message on disabaling mini map commands and camera trailing
    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?
    Posted in: Miscellaneous Development
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    posted a message on Two questions
    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
    Posted in: Miscellaneous Development
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    posted a message on [Unresolved] Leaderboard troubles
    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
    Posted in: Miscellaneous Development
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    posted a message on [Unresolved] Leaderboard troubles
    Quote from Gaurus: yes but they wanted that and secondly that trigger doesnt refresh itself so it would stay the same 0 kills the whole game
    this is just the initialization, to update you just modify the correct cell at row (number of triggering player+1)
    Posted in: Miscellaneous Development
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    posted a message on [Unresolved] Leaderboard troubles
    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..
    Posted in: Miscellaneous Development
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    posted a message on disabaling mini map commands and camera trailing
    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 *===
    Posted in: Miscellaneous Development
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    posted a message on death respawn doesn't work twice for player 16 only?
    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
    Posted in: Miscellaneous Development
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    posted a message on death respawn doesn't work twice for player 16 only?

    I have the following unit respawn code: snippit 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?

    Posted in: Miscellaneous Development
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