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    posted a message on Unit enters point trigger not firing

    @AstralCV: Go

    OK. I've usually used a general 'such and such was clicked/selected/etc' and then define the player, unit, or whatnot that triggered the event as a variable, which works out OK. Are conditions good places to use variables or should I be wary there too? I have a lot of repeatedly used triggers that use this format as I mentioned. Also, you can't use the 'wait' command for events, only for conditions (unfortunately). I tried to do what you suggested using only conditions and found it more or less impossible.

    Also, for my general knowledge: does a trigger get 'checked' by event first and then the conditions are checked, or are they checked at the same time? What I'm getting at is does it generate b.net traffic when the event(s) are satisfied, or does it have to meet both the event and the conditions are?

    Posted in: Triggers
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    posted a message on Unit enters point trigger not firing

    Thanks for the reply- I don't quite understand what you mean though. Are you saying that it's reading the original location of my predefined point, not the location of it after it's been moved?

    EDIT: your suggestion worked, although I don't know exactly why. could you elaborate?

    Posted in: Triggers
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    posted a message on Unit enters point trigger not firing

    I'm not sure why. I really am banging my head against a wall on this one.

    So, here's what I'm trying to do- I'm trying to create a unit at point A (var), order it to move to point B (a predefined point on the map), and then a second set of actions take place when it reaches this point. I have this set up in 2 triggers, where the first one creates and orders the unit to move, which I've confirmed that it does move to the right place. Once it gets to point B, the second trigger is supposed to run on an event "[any unit] Enters [1.0] of [point B]". To test if it's entering trigger 2's action list, the first thing I have listed is a text message display just saying "trigger 2 entered".

    No dice though. Any insight?

    Here's my 2 triggers.

    Trigger 1

    Trigger 2

    Posted in: Triggers
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    posted a message on Calculating pathing distance

    Thanks for the help.

    My invisible unit is creating a vision field- is there any way to make it blind/not have vision?

    Posted in: Triggers
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    posted a message on Calculating pathing distance

    @Talon0815: Go

    Yeah, unfortunately it's only marginally useful for finding the cost of each iteration used in the A* algorithm (probably why it's there in the first place). I use that function in my A* trigger blocks, but it doesn't give me the 'output' that i'm looking for.

    ...hm... i wonder if I spawned and invisible unit at a known speed travel and see how long it took, use that to calculate the distance given the speed?

    Do you or anyone happen to know how to make a truly invisible model (not cloaked!)

    Posted in: Triggers
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    posted a message on Calculating pathing distance

    Hello everyone,

    I'm producing tactical turn-based game that is not grid based. I need to determine the pathing distance, taking into account obstacles, cliffs, and units so the requested move is within the unit's range.

    I'm working on a map where I would like to calculate the pathing distance from the unit's current position to a point some distance away. I've found that using an A* algorithm works 'ok' but becomes too inaccurate for my needs (>10% error) with the introduction of elevation changes, large obstacles, and unusually large distances. Has anyone every tackled this problem before? My comparison so far as been using a unit of 1 speed to traverse the distance and clock total time from A to B.

    Posted in: Triggers
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    posted a message on How do I create a 2D border that has see-through parts in photoshop

    @Zolden: Go

    Thank you for the help. Is there a setting for alpha that you have to configure? I noticed that if you click on "Image Options" it does have a few settings for alpha such as setting a bias and applying a binary mask (both of which haven't seemed to work so well..)

    Posted in: Artist Tavern
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    posted a message on How do I create a 2D border that has see-through parts in photoshop

    I'm trying to create a texture for a border that will be see-through on some parts. In photoshop, I have these parts set to black, and when I save it as a *.dds file, it has like 20 different options on how to save the file- I've tried a few, but none seem to give me any sort of alpha. See the attached picture for the different options. I don't know what to make of them...

    save options for dds in photoshop

    Posted in: Artist Tavern
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    posted a message on Set portrait border texture error

    Hello all,

    I'm trying to use the action "Set portrait border texture". The 2 inputs for this action is a portrait that it will manipulate and the texture for the border. So, i referenced a portrait i make earlier via a variable. The second input, the texture, I reference a border-type image from the dropdown list I get when I click on the variable field (for reference: Assets\Textures\ui_ingame_leaderboard_header.dds). But, when I run the game and it gets to this point, I get this error: "Attempting to set a property type 'String', which is not the right type. ? Near line 1353 of functionname..." by looking at the script view I know that this line is causing the issue, but I don't know the workaround. anyone else get this before?

    Posted in: Triggers
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    posted a message on Computational Efficiency of records vs large arrays

    @LosTacos: Go

    Thanks. I'll try a go at records then. When you say iterate through, you could have a for loop like Record[x] [4].structfield = XYZ..

    or did you mean something else for their limitation?

    Posted in: Triggers
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    posted a message on Computational Efficiency of records vs large arrays

    Hey community,

    I have a trigger which will update and call numbers from an array several times a second. It is around 40x15 in size. Each column represents a parameter that I use (15 total), and thus gets very confusing to remember which column to call for which function. I thought that maybe having a record would be easier to keep track of because I could name each parameter. So, the big question I would like to know is this- how computationally efficient are records in comparison to arrays? My guess is that the arrays are more efficient, but by how much? Has anyone had any experience with heavy record use?

    Posted in: Triggers
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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    @willuwontu: Go

    Perhaps I mis-typed. I don't mean preload in a formal sense of the checkbox that you can load assets.. I mean- have a trigger that creates all of the dialogs/dialog items that i'll use at the beginning of the game and hide them. I just tried throwing something together that does this and it seems to work, so I answered my own question. :)

    Posted in: Triggers
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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    Is it possible to 'preload' all of the dialogs at the start (and hide them all), then use triggers to show/hide the items/dialogs as needed?

    Posted in: Triggers
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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    @hobbidude: Go

    Alright. I'll make some changes- when I said that the first triggers I made were messier when they were single rather than an array of dialogs, I meant that I just didn't organize or name things as well as I should have and it was hard to follow and debug. At work right now, though- it might be a while.

    I appreciate extending your help.

    Posted in: Triggers
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    posted a message on Dialog Items are shown to player 1 when triggers *should* prevent this. help!

    @hobbidude: Go and @EchoedRequiem: Go

    Ugh. This is the second 'programming pass' I've taken at this map- The first time I programmed it so that dialog items were created once and then hidden/shown to players as needed, but it ended up showing the items to everyone. So I took a break, came back a few weeks later, and reprogrammed the dialog screens to do what you see here in the screenshot. I got the same problem as before where the dialog items display for both active players as they go through.

    I can try re-sizing the dialog items/dialogs this week back to how they were. I don't want to go back to the first version of the triggers I made as they're a lot messier. I really hate that this first section of the map is holding me up for so long!

    Thank you for the explainations- at least I know theoretically how they should work.

    Also, when you say not to use Triggering player, this just displays the integer of a player (1-14..?), right?

    Posted in: Triggers
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