I would like to point out that there are a lot of documentation on banks throughout the forums including tutorials.
Banks can save the following data:
Booleans
Integers
Points
Reals
Strings
Texts
Units
Now i don't know much about data items (i make items in triggers), but if the item isn't already a unit (or the above mentioned format) you will need to make a system to translate the item in to a combination of these forms to be saved to the bank, then a system to retrieve and reconstitute the item
Alight, Its going to get messy. But, you want 2 triggers. The reason why i wrote them like this is because they are going to need alot of... well you. You will need to identify heroes, and towers. This is a decent blueprint to work off of.
A. Checks Targets.
B. Changes Targets.
A Trigger
Use the event
Unit - Any Unit acquires a target
Use the condition
(Unit type of (Triggering unit)) == Tower
(unit Type of (Acquired Target))==Hero
Use the Actions
If (Result of B trigger){
Nothing
}Else{
If(check for minions){
Order Tower to attack minion}
B trigger
Use event
Unit Attacks
Use Conditions
Attacking unit ==hero
Triggering unit == Hero
Actions
Order Tower to target hero
I'm trying to attach game time to the menu bar. and then maybe resources. i have manage to move them around but changing the resolutions changes thier positions.
On the right hand side, a random point is given. on the left hand side a random slot is made available. and the right hand passes to the lefthand side of the equation.
@Stormahawk: Go
The first code is standalone, however like i said its sloppy (not efficient) . also it doesnt count ai's it filters them out via "If (Controller of player (Picked player)) == User)"
Dont say 1 line topics, and placing questions in the correct area for the forums makes a big difference. this post is perfect.
Set PointArray[(Randon integer between - and 9)] = PointArray[(Random integer between 0 and 8)] seems to be worthless(unless im missing somthing) all your doing is duplicating a a single array slot at random??
Also possible two for one? The unit spawning is a protoss unit, how can I get it to warp-in, instead of just poofing into existence? Would it be possible to have it warp in facing the direction I want it too? (having the warp-in effect facing the same direction that the unit will). Do I hide a unit somewhere on the map to use an ability to warp in the units, or can I just use triggers? (and avoid having to edit/make any abilities).
Normally you could send an actor message but while testing this, i was unable to get them to birth, im sure someone knows an easy answer.
This should be in triggers not here it could have been answered by now even if the topic is 4 years old.
This is totally possible with the only possibility being very slight delays in response.
Basically, you use a dialog item used event. the action would be to order unit to use ability.
for targets, same concept but u will need to relay to the order command the target, whether that be a unit or a point. for that u will need to make a trigger system to choke and receive mouse input. its not too difficult but should require its own tutorial. once the xy or unit is pulled from the system and maybe some range checks and such it is given to the order action and executed.
a more efficient way would be to use 2 player groups (1 for each team). everytime a player leaves u remove the player from the player group. if done this way then the code is much simpler and more efficient.
@TaylorMouse: Go
Arota doesn't have all those fancy options. I downloaded the DDS plugin for gimp and experimented.
Results:
DXT5, had good quality when reopening in gimp however importing into editor causes the editor to throw an error and reject "core: invalid or unexpected object format". this error continued to happen with DTX3
NoCompression: Had good quality when reopening in gimp and important into editor but did not solve the issue.
@JaXm666: Go
Uh, is this a question or just a comment? almost all the old tutorials are still good, and if the tutorial creator is current, they usaly mark it as outdated which can still be good.
I've import transparent textures all the time on models. However, this is my first time importing a texture which has partial transparencies (glow effects). The texture imports and previews perfectly. but in game all the partially transparent stuff is fully transparent leaving only the non transparent parts visible. I convert PNG to DDS using aorta.
I have attached a some screen shot of the defective spell circle which is missing a lot of details.
0
Welcome to the forums!
I would like to point out that there are a lot of documentation on banks throughout the forums including tutorials.
Banks can save the following data:
Booleans
Integers
Points
Reals
Strings
Texts
Units
Now i don't know much about data items (i make items in triggers), but if the item isn't already a unit (or the above mentioned format) you will need to make a system to translate the item in to a combination of these forms to be saved to the bank, then a system to retrieve and reconstitute the item
0
Alight, Its going to get messy. But, you want 2 triggers. The reason why i wrote them like this is because they are going to need alot of... well you. You will need to identify heroes, and towers. This is a decent blueprint to work off of.
A. Checks Targets.
B. Changes Targets.
A Trigger
Use the event
Unit - Any Unit acquires a target
Use the condition
(Unit type of (Triggering unit)) == Tower
(unit Type of (Acquired Target))==Hero
Use the Actions
If (Result of B trigger){
Nothing
}Else{
If(check for minions){
Order Tower to attack minion}
B trigger
Use event
Unit Attacks
Use Conditions
Attacking unit ==hero
Triggering unit == Hero
Actions
Order Tower to target hero
0
I'm trying to attach game time to the menu bar. and then maybe resources. i have manage to move them around but changing the resolutions changes thier positions.
0
On the right hand side, a random point is given. on the left hand side a random slot is made available. and the right hand passes to the lefthand side of the equation.
the "PointArray[(Random integer between 0 and 8)]" is what is doing the random selection.
0
Pirate in IRC pointed out that Zealot didnt have a birth animation (i was looking at the wrong zealot model).
basicaly this is the sudo code needed. a threaded function would make this very easy but doable without.
0
@Stormahawk: Go The first code is standalone, however like i said its sloppy (not efficient) . also it doesnt count ai's it filters them out via "If (Controller of player (Picked player)) == User)"
0
Well i want to welcome you to the community!
Dont say 1 line topics, and placing questions in the correct area for the forums makes a big difference. this post is perfect.
Set PointArray[(Randon integer between - and 9)] = PointArray[(Random integer between 0 and 8)] seems to be worthless(unless im missing somthing) all your doing is duplicating a a single array slot at random??
Normally you could send an actor message but while testing this, i was unable to get them to birth, im sure someone knows an easy answer.
0
This should be in triggers not here it could have been answered by now even if the topic is 4 years old.
This is totally possible with the only possibility being very slight delays in response.
Basically, you use a dialog item used event. the action would be to order unit to use ability.
for targets, same concept but u will need to relay to the order command the target, whether that be a unit or a point. for that u will need to make a trigger system to choke and receive mouse input. its not too difficult but should require its own tutorial. once the xy or unit is pulled from the system and maybe some range checks and such it is given to the order action and executed.
0
Here is example of a sloppy way todo it, just put it under your code.
a more efficient way would be to use 2 player groups (1 for each team). everytime a player leaves u remove the player from the player group. if done this way then the code is much simpler and more efficient.
0
SOLVED!
Turns out its the model doing it, not the textures. IskatuMesk whipped me up a new one in irc not sure how but the following link may help
http://www.sc2mapster.com/forums/development/artist-tavern/15633-transparency-alpha-masks/
0
@TaylorMouse: Go Arota doesn't have all those fancy options. I downloaded the DDS plugin for gimp and experimented.
Results: DXT5, had good quality when reopening in gimp however importing into editor causes the editor to throw an error and reject "core: invalid or unexpected object format". this error continued to happen with DTX3
NoCompression: Had good quality when reopening in gimp and important into editor but did not solve the issue.
0
Pretty sure this is part of the combat system for his new game hes excited about.
0
@JaXm666: Go Uh, is this a question or just a comment? almost all the old tutorials are still good, and if the tutorial creator is current, they usaly mark it as outdated which can still be good.
0
I've import transparent textures all the time on models. However, this is my first time importing a texture which has partial transparencies (glow effects). The texture imports and previews perfectly. but in game all the partially transparent stuff is fully transparent leaving only the non transparent parts visible. I convert PNG to DDS using aorta.
I have attached a some screen shot of the defective spell circle which is missing a lot of details.
0
i don't like leaderboard dialogs are more versatile and its easyer to stylize customize and sort.