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    posted a message on Taking Trigger Questions
    Quote from obliviron: Go

    @Dascion:

    http://winff.org/html_new/ First convert to.. Haha, seems programmer beat me to the chase.

    http://forums.sc2mapster.com/resources/trigger-libraries/13090-library-star-movie-play-a-video-inside-map/

    Right below the "Notes" section is the part you need.

    Ah, I knew about that, but I don't like importing libraries into my map. Nothing against Programmer, I just don't like using other peoples stuff. Back to using still images again >.> but thanks anyway xD

    Posted in: Triggers
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    posted a message on Taking Trigger Questions

    @obliviron: Go

    Thanks for the input on the zero-g. I'll give it a try. (Many hours of adjusting field values and setting up unit triggers ahead. Should be fun xD)

    Quote from obliviron: Go

    @Dascion:

    00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'CreateDialogControl' is not authorized 00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'DialogControlSetPropertyAsString' is not authorized 00:00:00.13 Trigger Error in 'gt_MeleeInitialization_Func': Calling 'DialogControlInvokeAsText' is not authorized

    My guess is that blizzard does not want us playing flash files in our maps (.."is not authorized"). However, you can convert the .swf file to an .ogv, and play it from there (I can create it and upload the map, if you want).

    Yeah, I figured it would be something like that, but I wasn't aware you could play ogg in SC2. How would I go about doing that? Also, not necessary to upload a map unless you think it would explain things faster than typing them out. So far you've been very helpful; thanks! You really opened Pandora's Box here haha

    Posted in: Triggers
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    posted a message on Taking Trigger Questions

    @Abion47: Go

    Thanks. Just my ignorance of Flash coming into play. Didn't mean to sound paranoid or anything.

    @obliviron: Go

    And if it's not too much to ask, I have a general question. I want to make a brief cutscene-ish moment with zero-g in which control is temporarily suspended. I'm considering two ways of doing it: using the data editor to create a missile that resembles the unit, and then using movers to simulate the unit "floating" from one point to another. The other possibility is using triggers to send the unit's actor messages. Unfortunately the actor messages have no description. Any idea which would be best for changing the units 3d rotation over a short period of time? And there's another problem with the trigger approach: the area I want the unit to float across has no pathable ground (e.g, space). Is there a way to make the unit a flying unit for that period of time?

    Thanks for your help with the flash - I appreciate it. Been wanting to put the issue to rest for a while now.

    Posted in: Triggers
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    posted a message on Taking Trigger Questions

    @obliviron: Go

    Very well then. But is it possible for you to explain how to find this method name on my own? I don't particularly feel like uploading all my flash files for you to test, and I'm sure you wouldn't appreciate it either. Here's a sample one. They're all in SWF format (I heard someone say that's the only format SC2 accepts). Thanks for your time.

    Posted in: Triggers
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    posted a message on Taking Trigger Questions
    Quote from obliviron: Go

    I need the flash file. Otherwise i would get a completely useless invoking method :).

    I'm sorry, what do you mean? You want me to upload my flash file for you to test? How would mine be any different than others? Not really sure what you're saying =/

    Posted in: Triggers
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    posted a message on Taking Trigger Questions

    I don't know if anyone knows this, but does the option to import flash files for dialog actually work? I've read multiple threads on this forum and all of them finish ¯\(°_o)/¯. All I ever got was an error. Can't seem to find anything out anywhere. Help would be appreciated.

    Posted in: Triggers
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    posted a message on Starting an actual wiki

    Just started working on this. If it doesn't look that great to you, try clicking on the Overview Manager link >.> Anyway, I think I'll redo all the Misc Editor pages following this template . . . if that's cool with everyone? Also, I wonder if each page should have a FAQ bullet list at the bottom, just so people can get information fast. I just wish I understood more about the editor.

    Edit: Oh, and for those of you who have Windows 7, use the snipping tool. People like seeing pictures, and that thing will save you hours of cropping. Seriously.

    Posted in: Wiki Discussion
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    posted a message on Starting an actual wiki
    Quote from Abion47: Go

    My biggest annoyance with the trigger API is that it gives the scripted versions of the triggers, which sucks for people who can only use (or just prefer) the GUI.

    This.

    Even though all my triggers end up being ten times more convoluted than a scripted counterpart I prefer the GUI. Because scripting scares me. So, on topic, perhaps a goal could be to restate all the functions, along with providing examples for their use. *Looks at list of functions* Uh yeah, okay, forget about that. But it would still be nice xD

    Posted in: Wiki Discussion
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    posted a message on Starting an actual wiki

    Hi. Suppose I wanted to help flesh out the wiki. Where should I start? I see that most of the pages consist of a list of functions and brief descriptions apparently snatched from the editor . I'd be more than happy to list usage examples for functions or provide detailed descriptions like this half-finished page. Either way, I'm sure whoever is running this project (Abion47?) wants some semblance of continuity. Anyone want to point me in the right direction?

    Posted in: Wiki Discussion
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    posted a message on [Animation/Behavior] XP, Visibility and other questions

    @Abion47: Go

    Thanks for the tip concerning XP; can't believe I missed something so simple. Now I can stop pulling my hair out about that and focus on my other dilemmas. As for my other 2 problems I'll post screenies when I get home. But my last query is legitimate as well: if anyone could explain blend times to me that would be fantastic. When I set them to 0, the unit immediately snaps to the next animation. But it seems no matter what integer I assign them above 0 the blend time remains the same. More info would be greatly appreciated.

    edit: Uploaded screenshots of the triggers. Should be pretty simple. Also, I solved the Blackmask problem by changing the map options to Blackmask (Reduced Radius). Works like a charm.

    Posted in: Triggers
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    posted a message on [Animation/Behavior] XP, Visibility and other questions

    Hello, I've been lurking around for a while on these forums and thought I'd finally come out and ask a few questions concerning the trigger editor I really can't seem to solve. I searched around (not very extensively) and figured I'd better ask before I get frustrated and give up on my project.

    [Solved] My first question: I've set up a Veterancy system for my heroes, complete with Attributes, thanks to the tutorials on this forum. My only problem is I can't seem to figure out a way to award XP to a hero via triggers. I'm sure there's a pretty simple solution I'm missing.

    [Solved] My second problem is with the blackmask: My map is a space station and I'm using cliffs for walls. When a hero approaches these walls he discovers the black mask behind them/on top of them without making the fog of war visible. Is there a way of disabling this (i.e. units can only discover areas that are actually visible to them)?

    My final problem has to do with the animation functions. For my hero select screen I have units play animations once selected. One particularly annoying unit has its animations work only half the time. I can't seem to pin down the problem, though I'm confident it's my complete lack of understanding concerning some of the animation functions. Here's what I've got currently set up (presented to you in plain text):

    Map Initialization:

    Clear the default animation for unit X (I found out the unit still executes its 'fidget' animations after applying an animation; using this function seemed to fix that)

    Play animation Stand B for unit X forever

    Unit X is clicked by any player:

    Play Fidget 02 animation for unit X

    Set the default absolute animation time for Unit X to Y

    The general idea was to have the unit only play part of an animation and then revert to its default 'Stand' animation. The problem is that sometimes it works and sometimes it doesn't; sometimes it plays the segment of animation, and sometimes it just plays the default 'Stand' animation. I really have no clue why.

    If anyone can answer any or all of these questions I would be eternally grateful. Also, please go easy on me. Complete noob here.

    And one last thing: effing blend times, how do they work?

    Posted in: Triggers
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