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    posted a message on How to make swarm guardian clickable? (solved)

    Well, to make it selectable / movable go into the data editor and under the Swarm Guardian's Stats - Flags field, uncheck "Cannot be selected, cannot be selected" and check "movable" and / or similar ones to make it controllable. Unfortunately it has a few more problems, it gives no vision, so change its Stats- Sight Radius to something other than 0. It has no abilities other than attack, so you'll want to give it the standard abilities (Move, Stop, Patrol...) and it does not auto attack / aquire targets so you'll have to fiddle with its weapon and / or weapon effect and / or actor, not sure how to help you there, didn't get around to trying to fix that yet.

    Posted in: Data
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    posted a message on Create Cargo Units odd.

    @Sceptilesolarbeam:

    Yeah... Oddly enough queuing orders doesn't seem to be working... Oh well, this works just fine:

            Unit - Create 1 Special Ops Dropship for player 1 at medivacstart using default facing (No Options)
            Variable - Set Dropship = (Last created unit)
            Unit - Make Dropship Uncommandable
            Unit - Create 1 Captain Adam as cargo in (Last created unit)
            Variable - Set Captain Adam = (Last created cargo unit)
            Unit - Order Dropship to Unload All at droppoint then despawn at medivacstart
    
    Posted in: Triggers
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    posted a message on Create Cargo Units odd.

    @Sceptilesolarbeam:

    Okay, so I'm not sure what exactly you're trying to do with your Captain Adam unit or whether or not you tested him at all, but he has no abilities other than attack and is entirely immobile. If you attempt to target him with a drop ship to load you get an error for not being able to target immobile units which is your problem. Check the Movement Fields and give him move / stop etc abilities: fill those in to fix it. You can just copy / paste from the marine.

    Posted in: Triggers
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    posted a message on Create Cargo Units odd.

    Well, the only things that I can think of would be if the unit had no cargo size, but that was already mentioned. How did you make the unit, what is the unit type / flags and can you post the map?

    Posted in: Triggers
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    posted a message on Unfair!

    @thommiej: Go

    No it isn't, you're being pit against higher level players to see if you are ready to move up a league. If you consistently win against, say, Platinum players, then it will try Diamond players, if your win / loss against Diamond is about 50 / 50, you will be promoted to Diamond. Likewise if you don't do well against either then you will stay in Gold. The system works the same way in reverse: If you are doing poorly in Gold, it will pit you against Bronze / Silver to see if you should be demoted.

    Posted in: General Chat
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    posted a message on Create Cargo Units odd.

    You're overcomplicating this, there's no need for a move order AND an unload order. Try this:

            Unit - Create 1 Marine as cargo in Medivac [129.46, 130.52]
            Unit - Order Medivac [129.46, 130.52] to (Medivac - Unload All (Medivacs) targeting Point 001) (Replace Existing Orders)
    

    Issue Order to the Medivac, then instead of "Order: Order with No Target" use "Order: Order Targeting Point" targeting your drop point. That worked just fine for me, if it still doesn't work, try using a Marine rather than Captain Adams to see if the unit is causing the problems

    Posted in: Triggers
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    posted a message on Is there a way to keep a unit from entering or leaving a region...

    @Redfox777: Go

    Hey Redfox, I was going to post pretty much what Atl0s said right up there ^ but I thought that a unit may be able to break through the invisible "barrier" of the edge of the region. Sure enough, a unit could in fact break free if a move order was spammed; with the unit out of the region, the trigger would no longer fire. SO, I decided to fix it up since I could also use something like this later on and came up with this:

    Trapped!
        Events
            Unit - Any Unit Leaves Region 001
        Local Variables
        Conditions
        Actions
            Unit - Order (Triggering unit) to ( Move targeting ((Position of (Triggering unit)) offset by 1.0 towards (Center of Region 001))) (Replace Existing Orders)
            Unit - Make (Triggering unit) Uncommandable
            Unit - Wait until (Triggering unit) Becomes idle
            Unit - Make (Triggering unit) Commandable
    

    Basically, it deals with the whole break-on-through spam clicking problem by making the unit uncommandable (again, sniped while writing this, but was too far in to just drop it) and moves the unit to a point 1 distance unit from the unit towards the center of the region to deal with larger regions / annoying long travel times and waits until the unit is idle once again to regain control although a wait time of .5 seconds seemed to work as well. The only tricky part in there is that you need to change the Order unit to (ability command) to Order unit to (Order Targeting Point)

    Edit: Also, if I recall, you were using my Hero Selection system tut for your map: Just a little note / shameless self-promotion here, I realized that after adding the whole second dialog to the test map, I kinda screwed up in the fact that it isn't so multiplayer friendly. Not to worry though, I did fix it, and as I recall your map will have a few people choosing heroes, so I wanted to let you know that I'll be updating the tutorial with a quick fix sometime over the weekend.

    Posted in: Triggers
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    posted a message on Hero Units In Map Maker?

    @TerranApocalypse:

    Go into File -> Dependencies, click "Add Standard" and check off Liberty (Campaign) then select it and use the arrows on the bottom to move it to the top of the dependency list. Hit OK and you're done, the campaign units and heroes should appear in the editor

    Posted in: Galaxy Scripting
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    posted a message on Editing PSI storm

    @wowacesucksmassivekok:

    Actually no, if you take a look at the Psionic Storm model: "Psistorm m3", you will notice that it, like most other animations, loops smoothly. Go into the models tab and find the "High Templar Psi Storm Model" model, this is the model (which contains the persistent effect) for the duration of the Psistorm minus its birth. Under its effects you will find the "High Templar - Psi Storm (Persistent)" effect that Nashadun mentioned. Change the period count and it will change the amount of times that the animation plays and the effect runs (leave period durations alone), change it to something high like 50 to make it more noticeable. In short, Nashadun was right.

    Posted in: Miscellaneous Development
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    posted a message on How do I add Text... anywhere?

    You didn't create a dialog item to set the text for.You need something like this:

            Dialog - Create a Modal dialog of size (800, 1000) at (0, 0) relative to Center of screen
            Variable - Set Character Select Dialog = (Last created dialog)
            Dialog - Create a label for dialog Character Select Dialog with the dimensions (200, 50) anchored to Top with an offset of (0, 50) with the text "Select Your Hero" color set to White text writeout set to false with a writeout duration of 2.0
            Dialog - Show Character Select Dialog for (All players)

    Posted in: Miscellaneous Development
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    posted a message on play sound for random player

    @kaealy:

    Yeah, that should be pretty easy, you want something like:

    Untitled Trigger 001
        Events
            Timer - Every 25.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Sound - Play YOURSOUND for (Player group((Random integer between STARTNUMBER and ENDNUMBER))) (at 100.0% volume, skip the first 0.0 seconds)

    Use the Periodic Event event and play the sound for a random player (you have to use the Convert Player to Player Group function in the Player group section of the action first so that you can play the sound for one guy.

    Posted in: Galaxy Scripting
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    posted a message on A stable Unit kill counter

    @cinicraft

    Well if you want to write it from scratch this should work:

    Kill Count
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Killing unit) == Unit
            (Player (Triggering player) treats player (Killing player) as Ally) == false
        Actions
            Variable - Set Unit Kills = (Unit Kills + 1)

    It checks to make sure that the unit doing the killing is the one you want to up the kill count of, and that the killed unit is not an ally, then increases it's score variable.

    EDIT: Woops, SquarelyCircle was right: the "Unit Kills" variable should have been global rather than local.

    Posted in: Miscellaneous Development
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    posted a message on HP Bar in Dialogs?

    @ZarafFaraz: Go

    You can move the Boss Bar with the action: "UI - Move Boss Bar" and you can have multiple, as for the resizing: I'm not sure, but you can check.

    Posted in: Miscellaneous Development
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    posted a message on HP Bar in Dialogs?

    @ZarafFaraz: Go

    Actually, the easiest way would have to be creating a Boss Bar.

    -Under UI, select "Display Boss Bar," name it however you want and that should be good

    -Then under UI Set the boss bar to your unit and refresh

    -Done

    UI - Display boss bar 1 with title "Health", portrait Assets\Textures\ui_chatbaricons_terran_individual.dds and maximum value 100 for (All players)

    UI - Set boss bar 1 boss to Unit (Do refresh the boss bar)

    Posted in: Miscellaneous Development
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