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    posted a message on K so I made a timer window...

    failbump2

    Posted in: Miscellaneous Development
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    posted a message on K so I made a timer window...

    failbump

    Posted in: Miscellaneous Development
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    posted a message on displaying text?

    Here is an example from something I am working on

    UI - Display "ROUND 1: There are FOUR cover areas..." for (All players) to Subtitle area

    you can change subtitle area to other screen areas, and you can change the text font or color

    Posted in: Miscellaneous Development
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    posted a message on K so I made a timer window...

    there's probably a way to do this by changing the UI under Data instead of hiding the UI

    Posted in: Miscellaneous Development
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    posted a message on K so I made a timer window...
    Quote from Jackolas: Go

    fighting against the same problem here :S

    this means I'm not just stupid, yay! >_< I'm going to play around with it again I'll tell you if I figure it out

    Posted in: Miscellaneous Development
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    posted a message on K so I made a timer window...

    what is interesting is that code like:

    UI - Display "ROUND 3: There are TWO cover areas...." for (All players) to Subtitle area

    works when the UI is disabled but the above does not, I guess its because it makes a generic upper left box frame that I don't even need to locate.

    Posted in: Miscellaneous Development
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    posted a message on K so I made a timer window...

    My map has the UI disabled, but the timer window only shows up when the UI is not disabled. I tried disabling only specific parts of the UI, and found that while the menu bar could be deleted, the bottom part of the screen could not. I know I can create my own Modal dialog which is what I did for an exit button but is there no easier way? Anyone know any trix? >_<

    edit:

    generic copypasta code Timer - Start Timer 2 as a One Shot timer that will expire in 30.0 Game Time seconds Timer - Create a timer window for Timer 2, with the title "Next Wave", using Remaining time (initially Visible)

    Posted in: Miscellaneous Development
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    posted a message on Some questions regarding triggers
    Quote from gizmachu: Go

    i should probably stop just giving you the answer like this and let you try and figure it out on our on a bit more xD

    Melee Initialization Events Game - Map initialization Local Variables Conditions Actions Unit Group - Pick each unit in Unit Group 001 and do (Actions) Actions Unit - Hide (Picked unit)

    i actually never knew that you could set up unit groups like that, i thought it had to be through triggers, thats rly neat

    LOL I swear I looked and there was no pick each unit I was like wtf how come there are only choices to pick a specific unit in the group but not each unit. By next week I'll put the full thing up, I'm like 95% done.

    basically its a map where 6 players use WASD (3rd person view) to run from a 7th player (top down view) for a certain amount of time each round. There are 5 rounds, each round there is one less protected safety zone, so players have a higher chance of getting knocked out as the amount of safety zones decrease since the zones hold only 1 player each. The last round all safety zones are closed and there is a final timer. The running players also gain 1 Forcefield added every round to either block the 7th player or stop other players from finding cover.

    pretty much all I have to do now is make a forcefield counter, a visible timer for each round, and have text on screen announcing each round. There are lots of tutorials for this stuff so it should be one of the easier parts ;D It'll probably lag horribly but I can take out the cameras and wasd and hopefully it'll still be fun ;D

    Posted in: Miscellaneous Development
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    posted a message on Some questions regarding triggers
    Quote from gizmachu: Go

    @Idralol:

    So your trying to hide all 64 or only 60 specific supply depos?

    no 60, but if it were 64, I'd be able to do it is what i'm saying lol. (actually it's 64/68). I mean there has to be a way to do this without selecting each one doesn't there? I am pretty sure I have the 64 out of 68 in a group successfully. I selected them all and pressed merge under Edit. It lets me select the unit group under Value and to the right it says 64...but even with the group of 64 I can't figure out how to do it. So somehow I need to say Hide each unit in SDgroup.

    I tried: Unit - Hide (Unit (Number of Any units in Unit Group 005) from Unit Group 005) but it does nothing

    Posted in: Miscellaneous Development
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    posted a message on Some questions regarding triggers

    I tried a couple variations similar to the following:

    for each SupplyDvar from 1 to (number of units in (SDgroup)) with increment of 1 do (actions) Hide - triggering unit

    I used merge to put all the supply depots (64 of them) in SDgroup. The easy way out would be to make "SupplyDvar" a unit type (supply depot) but I can't do that because there are 4 supply depots I don't want to include...of course I could make a condition not to include those four but I rather find a way to get these 64 to hide without choosing each one individually.

    Posted in: Miscellaneous Development
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    posted a message on Some questions regarding triggers
    Quote from xytor: Go

    Thats what i meant, I was hoping there was a way to do it in one action, but it's not so bad. Thanks!

    I think you just mean you want to select all players and do the action for all players rather than saying IE: Map initialization, add player 1 to group, player 2 to group, player 3 to group etc. you want to literally select all the players at once.

    I'm having the same problem but with objects and there are 60 of them so I'm not selecting them all obviously >_< But yea I don't know how either, I don't see why you can't shift click and choose each player at the same time, the editor doesn't let you. We must be missing something but Gizmachu will help us he is a God

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)

    success! and I also get that if the last part wasn't first, it would happen a 5th time before stopping ;D

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)
    Quote from gizmachu: Go

    do you still need help with this or did you get it to work?

    oh and i just realized i messed something up in my example, which would explain the error xD my bad

    yea bro I can't find the error lol

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)

    I wish I could help someone in return but I know nothing clearly lol

    Posted in: Miscellaneous Development
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    posted a message on Need help with random spawning (there's a catch)
    Quote from ProxyTooMuch: Go

    @Idralol: Go

    I prefer the array method. Attached a test map to show you how short the trigger is when you do it that way.

    I'm kind of confused...I can tell by what is there you understand what i'm trying to do, but it doesn't actually work that way, it just creates a pylon in every zone at the same time even though you are trying to make it choose 1-4 every x seconds.... >_<

    Posted in: Miscellaneous Development
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