The only way to really do it is to add units to a unit group variable when you add them to control groups. The problem with this would be that units added manually by the player (via Cntrl+#) would not be added to the unit group. Depending on what you're trying to do, this might not be a big deal since you can periodically clear the unit group, enumerate units which meet certain conditions, then add them to the control group and unit group variable.
Ah, I see the problem. There's no function to directly refer to a player's mouse UI position. Back to the drawing board... let me see what I can dig up.
Why do you need to update the mouse coordinates only when the left mouse button is down? You can just run a trigger from any event (map initialization, for example) then use a Repeat Forever loop to set the variables to the mouse pointer coordinates. No turning triggers off, no conditions, etc.
True, but that's not the underlying problem in his trigger.
@Sherlia
Set a local integer variable to Triggering Player at the start of your trigger's actions (or define it when you create the local variable.) Then refer to that local variable instead of (triggering player). The problem occurs when you introduce a wait function in conjunction with using (triggering player.)
What you want is to set a global switch array to TRUE when the player selects his hero. In the conditions for the hero selection trigger, that switch must be FALSE. The switch array size should be equal to the number of players in the game (16 is a safe number to avoid errors.)
I'm now offering rewards for contributors as kind of a "thank you" for helping make Dagon's Call a reality. I also plan to make donations to charity for completing stretch goals. Check out the link below for more information.
Anyway, I just want to point out a few other techniques that could work in various situations.
- You can store the location of the dying unit in a point variable for reference later. If you know the exact number of unique units that need to revive throughout the course of the game, it would be a bit easier to use an array of point variables to track the unit's location.
- You can designate which units can be revived using custom values or by storing the unit within a unit group variable. When the unit dies, you can check it's custom value or you can check to see if that unit is in the unit group variable. This will allow you to revive units for more than one player, or be selective about which units owned by a certain player can be revived.
- Using a Unit Dies event, you can store the Triggering Unit's position in a local point variable and avoid having to commit that position to the system's memory. You can then wait 30 seconds and revive the unit.
- A special behavior can also be used to designate which units may be revived. Just check the dying unit to see if it has the behavior.
- If you want to get fancy, you can use the hero death behavior that Jim Raynor or Kerrigan has. If you're feeling creative, you can pause the dying unit's death animation and keep it "alive," then apply a 30-second buff that revives the unit when it expires.
Unfortunately it is still in the very early stages of development. Eventually I will publish a demo for it, and later the full version if all goes well. I'll be sure to notify everyone when important updates come along :)
Actually I really don't use any scripts for the cinematics. The only one that's being used is the script which activates the balloon icons that occasionally appear over the heads of characters. Everything else is the default RMVXa eventing. I will be using a lot of scripts for the game mechanics and battle system, though.
I have been hunting a bit for art. The problem is that it's difficult to find a lot of different things with similar styles. At this point, I would rather focus on progressing the story, then fill in the art later where it's appropriate.
I'm definitely interested in contributions to the project. At the bottom of the first post are some of the things I'm most interested in. I plan on coordinating with contributors via Dropbox and possibly Producteev (depending on the active size of the team.) All contributions will be properly credited. Suggestions made by team members will also be seriously considered.
If you are interested in being a part of the project, send me a PM detailing which areas you'd be interested in helping with and how much time you think you'll be able to devote to working on the project (hours per week.) Don't worry about the time commitment, though - even if you can only contribute one hour per week, I may still add you to the team if there's a spot open for you.
-Character-focused storytelling
-A combat system that's actually fun
To accomplish this, I'm pretty much not going to waste a lot of time making custom art or music for the game. That stuff is basically a time-sink. Incidentally, if you are willing to contribute said time-sinks, do let me know! I would be happy to include it.
Here is the blurb from the YouTube video:
Our story kicks off with our heroine, Angela, awakening from a most troubling dream.
But, there's no time for that! Today is the big day! Today is the day that everyone's been waiting for! Today, Angela embarks on her journey as the town Emissary - a special liaison to the mysterious god Dagon. In order to ensure productive fishing seasons for the next few years and keep her town alive and thriving, it's up to Angela to secure Dagon's favor.
With courage and a bit of trepidation, Angela sets out - but not without her childhood friend Michael to accompany her. After all, what are friends for, if not to accompany you on a dangerous journey across the country for weeks on end, with no real certainty as to whether you'll be successful - or even return at all?
At any rate, the adventure begins. What will the future hold for Angela and Michael? Stay tuned for the next episode!
If anyone might be interested in helping out with this, let me know. Here's what I'm looking for:
(in order of importance)
-someone to work on fleshing out character classes, descriptions, and abilities
-someone to work on new items, weapons, armor, etc. and descriptions
-map designers (this is great for people new to RMVX - it's really easy to pick up on)
-artists to contribute a title screen and battlebacks
-artists to contribute battler sprites
-artists to contribute character sprites (characters made in generators are fine, though I'm not just going to throw in any old character for stains and chuckles)
-people to complain about how awful the story/dialog/characters are and how to improve upon them
-sound designers (music and SE)
-maybe other things if you can convince me
This often happens to me for certain custom dependencies, especially large ones. If you can't get it to work, do this:
1: close all open documents (but keep the editor open)
2: open a map that has no dependencies (or create a new blank map)
3: File > Dependencies
4: Add Other...
5: Log In... > enter your battle.net credentials and complete the log-in process
6: Find the dependencies you want to use in your map, then click on each one. If it doesn't automatically download, click the Download button
7: Close all open documents, then try to load your map again.
0
Yes, sorry, I was using pseudo code :P
0
Try something like this:
0
@Chris97Ong: Go
The only way to really do it is to add units to a unit group variable when you add them to control groups. The problem with this would be that units added manually by the player (via Cntrl+#) would not be added to the unit group. Depending on what you're trying to do, this might not be a big deal since you can periodically clear the unit group, enumerate units which meet certain conditions, then add them to the control group and unit group variable.
0
@Sherlia: Go
Ah, I see the problem. There's no function to directly refer to a player's mouse UI position. Back to the drawing board... let me see what I can dig up.
EDIT: The best approach seems to be Progammer's mouse position library. http://www.sc2mapster.com/forums/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/?post=1
You can also check out OneTwoSC's video. http://www.sc2mapster.com/forums/resources/tutorials/11010-video-diablo-camera-movement/?post=1
Unfortunately that might be the best you're going to find. Good luck.
0
Why do you need to update the mouse coordinates only when the left mouse button is down? You can just run a trigger from any event (map initialization, for example) then use a Repeat Forever loop to set the variables to the mouse pointer coordinates. No turning triggers off, no conditions, etc.
0
@MaskedImposter: Go
True, but that's not the underlying problem in his trigger.
@Sherlia
Set a local integer variable to Triggering Player at the start of your trigger's actions (or define it when you create the local variable.) Then refer to that local variable instead of (triggering player). The problem occurs when you introduce a wait function in conjunction with using (triggering player.)
0
@Diego6D: Go
What you want is to set a global switch array to TRUE when the player selects his hero. In the conditions for the hero selection trigger, that switch must be FALSE. The switch array size should be equal to the number of players in the game (16 is a safe number to avoid errors.)
i.e.
0
Here's an update!
I'm now offering rewards for contributors as kind of a "thank you" for helping make Dagon's Call a reality. I also plan to make donations to charity for completing stretch goals. Check out the link below for more information.
DETAILS!
0
I, for one, will be voting for Star Bar >.>
Gotta say, competition is fierce. I'm happy just to be among the 79 accepted entries. I'll probably excrete rainbows if I make it into the 10 picks :P
For the record, I only started working on my submission after the contest was announced.
0
@GlornII: Go
Have you tried creating duplicate abilities and just enabling/disabling them on the unit as needed?
0
Why am I posting in a solved topic?
Bored, I guess.
Anyway, I just want to point out a few other techniques that could work in various situations.
- You can store the location of the dying unit in a point variable for reference later. If you know the exact number of unique units that need to revive throughout the course of the game, it would be a bit easier to use an array of point variables to track the unit's location.
- You can designate which units can be revived using custom values or by storing the unit within a unit group variable. When the unit dies, you can check it's custom value or you can check to see if that unit is in the unit group variable. This will allow you to revive units for more than one player, or be selective about which units owned by a certain player can be revived.
- Using a Unit Dies event, you can store the Triggering Unit's position in a local point variable and avoid having to commit that position to the system's memory. You can then wait 30 seconds and revive the unit.
- A special behavior can also be used to designate which units may be revived. Just check the dying unit to see if it has the behavior.
- If you want to get fancy, you can use the hero death behavior that Jim Raynor or Kerrigan has. If you're feeling creative, you can pause the dying unit's death animation and keep it "alive," then apply a 30-second buff that revives the unit when it expires.
0
@Reul123: Go
Unfortunately it is still in the very early stages of development. Eventually I will publish a demo for it, and later the full version if all goes well. I'll be sure to notify everyone when important updates come along :)
0
@JacktheArcher: Go
Thanks, glad you like it.
Actually I really don't use any scripts for the cinematics. The only one that's being used is the script which activates the balloon icons that occasionally appear over the heads of characters. Everything else is the default RMVXa eventing. I will be using a lot of scripts for the game mechanics and battle system, though.
I have been hunting a bit for art. The problem is that it's difficult to find a lot of different things with similar styles. At this point, I would rather focus on progressing the story, then fill in the art later where it's appropriate.
I'm definitely interested in contributions to the project. At the bottom of the first post are some of the things I'm most interested in. I plan on coordinating with contributors via Dropbox and possibly Producteev (depending on the active size of the team.) All contributions will be properly credited. Suggestions made by team members will also be seriously considered.
If you are interested in being a part of the project, send me a PM detailing which areas you'd be interested in helping with and how much time you think you'll be able to devote to working on the project (hours per week.) Don't worry about the time commitment, though - even if you can only contribute one hour per week, I may still add you to the team if there's a spot open for you.
The project's official recruitment thread can be found here: http://www.rpgmakervxace.net/topic/24574-dagons-call-recruiting/
0
Hello, Mapsters. Just thought I'd share a bit about the RPG Maker project I've been working on here and there.
But first, a link! Dagon's Call on www.RPGMakerVXAce.net
And second, a video!
My basic plan is something like this:
-Character-focused storytelling
-A combat system that's actually fun
To accomplish this, I'm pretty much not going to waste a lot of time making custom art or music for the game. That stuff is basically a time-sink. Incidentally, if you are willing to contribute said time-sinks, do let me know! I would be happy to include it.
Here is the blurb from the YouTube video:
Our story kicks off with our heroine, Angela, awakening from a most troubling dream.
But, there's no time for that! Today is the big day! Today is the day that everyone's been waiting for! Today, Angela embarks on her journey as the town Emissary - a special liaison to the mysterious god Dagon. In order to ensure productive fishing seasons for the next few years and keep her town alive and thriving, it's up to Angela to secure Dagon's favor.
With courage and a bit of trepidation, Angela sets out - but not without her childhood friend Michael to accompany her. After all, what are friends for, if not to accompany you on a dangerous journey across the country for weeks on end, with no real certainty as to whether you'll be successful - or even return at all?
At any rate, the adventure begins. What will the future hold for Angela and Michael? Stay tuned for the next episode!
If anyone might be interested in helping out with this, let me know. Here's what I'm looking for:
(in order of importance)
-someone to work on fleshing out character classes, descriptions, and abilities
-someone to work on new items, weapons, armor, etc. and descriptions
-map designers (this is great for people new to RMVX - it's really easy to pick up on)
-artists to contribute a title screen and battlebacks
-artists to contribute battler sprites
-artists to contribute character sprites (characters made in generators are fine, though I'm not just going to throw in any old character for stains and chuckles)
-people to complain about how awful the story/dialog/characters are and how to improve upon them
-sound designers (music and SE)
-maybe other things if you can convince me
Finally, here is the Steam page for RPGMakerVX and the current deal on Humble Bundle (which, as of this post, only has about 4 hours remaining.)
Let me know what you guys think. :)
0
This often happens to me for certain custom dependencies, especially large ones. If you can't get it to work, do this:
1: close all open documents (but keep the editor open)
2: open a map that has no dependencies (or create a new blank map)
3: File > Dependencies
4: Add Other...
5: Log In... > enter your battle.net credentials and complete the log-in process
6: Find the dependencies you want to use in your map, then click on each one. If it doesn't automatically download, click the Download button
7: Close all open documents, then try to load your map again.