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    posted a message on Lock Set Status Bar To Team Color and Show Unit Status Bar if Damaged

    Thanks! I couldn't figure out in my life that the needed action was Override Player Option.

    Posted in: Triggers
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    posted a message on Lock Set Status Bar To Team Color and Show Unit Status Bar if Damaged

    Yes, but the problem is: what I have to do to force them?

    Posted in: Triggers
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    posted a message on Lock Set Status Bar To Team Color and Show Unit Status Bar if Damaged

    In reply to ImperialGood:

     Yes, I know I can use Trigger actions, but it seems there's no action to lock that stuff, unless the status bar and the team color behaviors are locked by a custom script (which I'd have no idea how to write). And as you pointed it out, I'd like to lock Simple Command Card off as well (I found a workaround with altering buttons Simplified Text but I'd like a more systematic way).
    Posted in: Triggers
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    posted a message on Lock Set Status Bar To Team Color and Show Unit Status Bar if Damaged

    I think it must exist an action to set the life status bar for units to be team-colored, and one to show the status bar only if the units are damaged, as I've seen it once in an arcade map (Tya's Zerg Defense), but I can't find it. Help?

    Posted in: Triggers
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    posted a message on Creating a Sorting Filter for a Specific Sound Link List

    I'm creating a list for some specific sounds (the choice is based on their parent sound). The list will have to be sorted, based on the typed words of the edit field. But to create the list in the first place I need to do a check through all sounds, so I split an array in two and used a For each integer action to handle the two sound data halves.

     

    I tried different stuff but up to now I only managed to make the filter work. The full list only displays a dozen of items, where there should be quite a lot more. Plus, I get Parameter out of bounds error, and I don't understand the cause.

     

    I'll leave a quick test map I made so you can see by yourself, hoping someone more experienced will eventually tweak it or figure out the problem. It shouldn't be too hard.

     

    https://mega.nz/#!YZgAXZjS!j3zdh-rxHCXROsBQH0M2RPy0XD4_NkZpcBm2D9xq-eU

    Posted in: Triggers
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    posted a message on Making An Hellbat Melee Attack With Actor Events

    I used AnimPlay but still nothing. Here's the Actor Events.

    Posted in: Data
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    posted a message on Carrier Repair Drone Not Always Repairing

    I already tried removing those before, still didn't worked.

    Posted in: Data
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    posted a message on Carrier Repair Drone Not Always Repairing

    And how you do that? I already tried once with area search periodic effects linked to unit behaviors, but it didn't worked.

    Posted in: Data
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    posted a message on Carrier Repair Drone Not Always Repairing

    The Carrier Repair Drone is not seeming to always repair units as soon as their hp drop, I don't know why. So I thought about using a weapon to mimic the repair ability, I used a fake weapon that attacks on the move together with a simulated turret, the weapon is linked to a create persistent effect similar to the Disruption Beam, linked to the Carrier Repair Drone Heal Set effect. But the Repair Drone will just face towards the Carrier as to "attack" it without doing anything as soon as the hp drops.

    Posted in: Data
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    posted a message on Making An Hellbat Melee Attack With Actor Events

    That's what I tried, but when the Hellbat attacks it jump to the animation with shields already raised and it gets stuck in that animation until the attack ends.

    Posted in: Data
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    posted a message on Making An Hellbat Melee Attack With Actor Events

    I want the Hellbat to use the Cover Start A as attack launch animation (the one when he starts putting his shield on front) and then as ending attack animation something like putting the shields back and returning to standing stance. How do I do that with the actor events?

    Posted in: Data
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    posted a message on Carrier Repair Drone Repair Bug

    I tried creating a behavior with a 0.0625 period and as effect a search area linked to an issue order but it doesn't work. I think I need some more help.

    Posted in: Data
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    posted a message on Carrier Repair Drone Repair Bug

    By default Carrier Repair Drones (from campaign) only repair Carrier when idling or something like that, I don't know, but it behaves weirdly.

    I want the Repair Drone to repair the Carrier as soon as the Drone idles, even when the Carrier is performing some order. I tried with validators but nothing went out of it.

    Posted in: Data
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    posted a message on (Solved) Issue with Catalog Entry Get

    RAW DATA

    IT GIVES ERROR

    What's wrong?

    Posted in: Triggers
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    posted a message on (Solved) Move Chat Box to the Left of the Screen

    My current trigger is like the following, but it gives me an error like

    "Frame GameUI/UIContainer/FullscreenUpperContainer/ChatBar cannot be attached to \Unnamed\Unnamed\GameUI"

    or something like that. What's wrong?

    Init

    Events

    Game - Map initialization

    Local Variables

    Conditions

    Actions

    Dialog - Hooks up an existing Panel in the standard UI called "GameUI/UIContainer/FullscreenUpperContainer/ChatBar"

    Dialog - Move (Last created dialog item) to (0, 0) relative to Left of dialog for (All players)

    Posted in: UI Development
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