I have been working on a map, i have many actions, functions and what have you. the plan has been to break them up into libraries later. later has come and i realize that may be a much more time consuming task than anticipated. it seems that i will need to manually update the reference to everything moved into a library, all variable references, all actions calls all function calls, everything, so basically 3/4 of the lines will need to be updated ugg. unless im missing something, the moral of the story is to start your trigger stuff in libraries from the beginning if you plan on using libraries.
I had hope for a second when i found the "find and replace" feature. it can find and replace action/function calls, except all arguments are reset to default once the call is replaced with the library copy .
yes, in my trigger i remove a variable amount of stack count of a behavior from units. sometimes that variable is zero, and instead of removing zero stack count it removes all stack count. as a work around i check that the variable is greater than zero before calling the action. my guess is zero is being interpreted as the all preset.
Hello, I had planned to implement random loot drops by applying buff type behaviors to monsters while they were alive and then in a unit died trigger look at the behaviors then drop some loot. in my tests the behaviors do not seem to be on the (triggering unit) after it dies, i messed around with the behavior data and tried fatal damage trigger event with no luck. my fallback is to store loot info in the custom values of the monster units, unless someone can point out my error.
The validator will not be on the loading end in my case. Im using this for a special case Nydus Network, any unit can go in and stay in, but at certain times only select units can come out. at the moment i plan on accomplishing this by setting behavior buffs on the units inside the nydus network, and i want to check for that buff before they can come out.
I tried "IsCloaked" and "IsSCV" in both the load and unload validators for a transport ability. the validators worked on the load, but not on the unload. Im thinking I am doing something wrong or its a limitation of the engine or a bug in the editor or engine.
Sweet, im glad someone still has it. Try this if you will:
open the Triggers module.
make sure the libraries are visible, you can make them visible by clicking the View > Show Libraries menu item.
you should see a library tree, click on the "Built-In >> Actor >> Create Actors >> Create Actor Scope" tree view item
now you should see the Create Actor Scope Action in the tab view to the right.
ok, now the things im interested in are
1. what options does the beta version have? retail has "Options: Action, Native"
2. if you click on the "Custom Script Code" does any script code appear in the bottom window
Hey, when i had the beta installed i remember looking at the custom script of the built in triggers. With the retail editor they are all native, with no custom script visible. I have unfortunately uninstalled the beta and was wondering if i was remembering this correctly , it would be insanely useful to see blizzards script code for the built-in triggers.
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I have been working on a map, i have many actions, functions and what have you. the plan has been to break them up into libraries later. later has come and i realize that may be a much more time consuming task than anticipated. it seems that i will need to manually update the reference to everything moved into a library, all variable references, all actions calls all function calls, everything, so basically 3/4 of the lines will need to be updated ugg. unless im missing something, the moral of the story is to start your trigger stuff in libraries from the beginning if you plan on using libraries.
I had hope for a second when i found the "find and replace" feature. it can find and replace action/function calls, except all arguments are reset to default once the call is replaced with the library copy .
0
yes, in my trigger i remove a variable amount of stack count of a behavior from units. sometimes that variable is zero, and instead of removing zero stack count it removes all stack count. as a work around i check that the variable is greater than zero before calling the action. my guess is zero is being interpreted as the all preset.
0
@RileyStarcraft: Go
Thank you for the timely response, I'm looking into it.
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Hello, I had planned to implement random loot drops by applying buff type behaviors to monsters while they were alive and then in a unit died trigger look at the behaviors then drop some loot. in my tests the behaviors do not seem to be on the (triggering unit) after it dies, i messed around with the behavior data and tried fatal damage trigger event with no luck. my fallback is to store loot info in the custom values of the monster units, unless someone can point out my error.
0
@oldschool01: Go
The validator will not be on the loading end in my case. Im using this for a special case Nydus Network, any unit can go in and stay in, but at certain times only select units can come out. at the moment i plan on accomplishing this by setting behavior buffs on the units inside the nydus network, and i want to check for that buff before they can come out.
0
I tried "IsCloaked" and "IsSCV" in both the load and unload validators for a transport ability. the validators worked on the load, but not on the unload. Im thinking I am doing something wrong or its a limitation of the engine or a bug in the editor or engine.
0
@gurluas: Go
Sweet, im glad someone still has it. Try this if you will:
open the Triggers module. make sure the libraries are visible, you can make them visible by clicking the View > Show Libraries menu item. you should see a library tree, click on the "Built-In >> Actor >> Create Actors >> Create Actor Scope" tree view item now you should see the Create Actor Scope Action in the tab view to the right.
ok, now the things im interested in are 1. what options does the beta version have? retail has "Options: Action, Native" 2. if you click on the "Custom Script Code" does any script code appear in the bottom window
0
Hey, when i had the beta installed i remember looking at the custom script of the built in triggers. With the retail editor they are all native, with no custom script visible. I have unfortunately uninstalled the beta and was wondering if i was remembering this correctly , it would be insanely useful to see blizzards script code for the built-in triggers.