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    posted a message on Get Player Resources

    Works fine for me:

    Set Variable
        Variable: IntegerVariable
        Value: Player Property
            Player: 1
            Property: Minerals
    

    This of course returns an integer value, so to set your dialog text, you need to convert the integer to text via "Conversion - Convert Integer to Text" first.

    Posted in: Miscellaneous Development
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    posted a message on Get Player Resources

    Player - Player Property

    Posted in: Miscellaneous Development
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    posted a message on requirement issues

    You need to edit the "Probe - Build" ability. Click on the "Ability - Info" field and double-click on "Warp in Photon Cannon" and select your requirement from the buttons on the bottom. Setting up requirements for the individual button in the command card will not work.

    Posted in: Miscellaneous Development
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    posted a message on Sharing XP

    This is all covered by the veterancy behavior. Check out the fields "Stats - Shared Fraction" and "Stats - Shared Radius", as well as "Behaviour - Share Filters".

    Posted in: Miscellaneous Development
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    posted a message on requirement issues

    Did you set the requirement in the builder's "command card+" field, or in the ability's "command+" field? There seems to be a bug with setting requirements in the unit's command card, requirements only seem to work when setting them up directly for the ability.

    Posted in: Miscellaneous Development
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    posted a message on Multiple Models for 1 unit O_o?

    There are two models, "CrystalLarge_00.m3" and "CrystalLarge_01.m3", however the model only points to "CrystalLarge.m3". The "_00" and "_01" are appended automatically to the model path, whenever the variation count is greater than 1. When changing the variation count to 1, you will need to specifically set the model path to either one of those two models.

    Posted in: Miscellaneous Development
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    posted a message on strangle "bubbles" around units

    Well, you had "UnitBirth" in your events, without a specific unit selected for it. This means, whenever any unit is created, the actor will get attached.

    Posted in: Miscellaneous Development
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    posted a message on Trigger to handle the expiration of multiple timers

    Use a this while loop as the first action in the trigger:

            Variable - Set i = 0
            General - While (Conditions) are true, do (Actions)
                Conditions
                    i < 20
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Triggering timer) == YourTimerArray[i]
                        Then
                            General - Break
                        Else
                            Variable - Modify i: + 1
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    i == 20
                Then
                    General - Return false
                Else
    


    With an integer variable i. If the expiring timer is not in your array, the while loop will increment i up to 20, the if( i == 20 ) catches this and stops evaluation of the trigger. Otherwise, the variable i will be the index of the expired timer.

    Posted in: Miscellaneous Development
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    posted a message on "ErrorCatalogFieldNotWritten" when trying to set certain catalog fields

    Thanks, but unfortunately this won't help.

    What I wanted to do is dynamically change the middle row of the command card to the abilities associated with the items in your inventory, which is 5x1 slots. So if you had a medipack in the very left inventory slot, the ability in the corresponding command card field would change to some kind of "Use item - medi pack" ability, with the correct icon and such.

    A brute-force method to make this work would be to create an ability for EACH item, for EACH inventory slot (thus each column in the command card). Then showing/hiding them via triggers, corresponding to the items in your quick slot. Of course this would quickly become overwhelming, so having only 5 buttons and changing their icon, tooltip and associated ability dynamically would have been much simpler.

    Posted in: Miscellaneous Development
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    posted a message on I can't get my projectiles to fire out of the gun.

    No, you're gonna need to edit the actor for the actual weapon projectile. Check out hte actors under Action/GenericAttack/

    Posted in: Miscellaneous Development
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    posted a message on "ErrorCatalogFieldNotWritten" when trying to set certain catalog fields

    Aw =(

    So apparently there is no way to dynamically change the buttons in a unit's command card. Trying to change the command card directly results in the same error. Meh. There goes my custom inventory system with usable items.

    Posted in: Miscellaneous Development
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    posted a message on "ErrorCatalogFieldNotWritten" when trying to set certain catalog fields

    So I've been fiddling around with the CatalogFieldValueSet function, and while everything works as intended for most fields, I have run across a presumably unsolvable issue. I have a button with Id 'UseItemAbility'.

    While

    CatalogFieldValueGet(c_gameCatalogButton, "UseItemAbility", "Icon", c_playerAny);
    


    works like a charm, trying to set the exact same field via

    CatalogFieldValueSet(c_gameCatalogButton, "UseItemAbility", "Icon", c_playerAny, "Assets\\Textures\\btn-command-cancel.dds");
    


    results in the ominous "ErrorCatalogFieldNotWritten" error message when the command fires. Same with other fields, like "TintRacially". Can be read without problems, while setting it to anything results in error.

    Other fields, like "name" can be set just fine.

    Anyone encountered this problem or knows how to fix it? This is really bugging me =/

    Posted in: Miscellaneous Development
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    posted a message on Convert .m3 <-> .mdl?

    noone knows? =(

    Posted in: Miscellaneous Development
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    posted a message on Convert .m3 <-> .mdl?

    Hello there.

    For WC3 there was a nice tool to convert .mdx model files to text-based .mdl format, allowing to make quick and easy changes. This was especially handy for example to quickly change texture paths and modify particle emitters (i just hate making particle emitters in 3dsmax). So my question is, is there some similar tool for .m3 models? I currently do not have a license (cough cough) for 3dsmax, so I'd rather edit models with a text editor =)

    thx in advance

    Posted in: Miscellaneous Development
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