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    posted a message on Dialog destroy problems

    Hey All, So I'm having a bit of a headache with my mod. I've made a score that keeps track of the player's kills by destroying the dialog and recreating it within my main Game - Map Initialized Trigger. I recently added an icon and progress bar using dialogs as well for any pickups the player finds throughout the game, but every time the player kills an enemy the score gets updated and the icon/progress bar get destroyed as well. I've tried adding the icon/bar to another Trigger with a Game - Map Initialized event but when I do that the icon/bar don't even show up! I feel like I'm missing something really simple so if anyone has any suggestions please let me know! Screenshot below is my main Game - Map Initialized Trigger. Thanks in advaced

    Posted in: Miscellaneous Development
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    posted a message on Getting Weapon Stats and Damage using Trigger

    I'm having a similar problem using the Catalog Field Value/Entry Get. I'm setting up a trigger that checks if a unit's weapon type has changed, but I haven't been able to find a tutorial i can work from.

    Posted in: Miscellaneous Development
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    posted a message on Score UI problems

    @s3rius: Go

    Works like a dream, thanks for the help s3rius!

    Posted in: Miscellaneous Development
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    posted a message on Score UI problems

    Hey everyone, I'm trying to make a top down shooter but have hit a huge wall with making the score screen. I've been trying to use the Leaderboard actions, but I have a UI - Hide game UI for (All players) that hides the player's score no matter where i arrange the Leaderboard. Really all I need to find is a way to create text and update it when the player kills an enemy; whether it's through dialog, text UI, or Leaderboards. Anyone have any suggestions?

    Posted in: Miscellaneous Development
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    posted a message on Tutorial Request

    I'd like to see a tutorial on how to make a dialog that updates and keeps track of a player's score

    Posted in: Tutorials
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    posted a message on Toggle Blocker pathing?

    Hey everyone, had a question about pathing blockers. Is it at all possible so that one team can pass above/through the blockers then disable them all together once an enemy wave was complete? The only way I've been able to make this selective so far is to edit the enemy units so that their movement type is set to Flyinglow, which is just a shotty work around for now. Any help at all would be appreciated!

    Posted in: Miscellaneous Development
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