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    posted a message on modifying ScoreKill causes errors

    does anybody know what does cause this error?

    00:00:00.13 Scri: Trigger Error in 'gt_initUnitsDialog_Func': Catalog field 'ScoreKill' could not be written (Core: access denied to required object or service) Near line 4465 in gt_initUnitsDialog_Func() in MapScript.galaxy

    I want to update all my units ingame while loading. editing the data by hand is tedious..

    Posted in: Triggers
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    posted a message on Dialog button is brighter after changing the image

    I'm changing a buttons image to let it flash and draw attention to it. it will change between orange zerg and blue toss texture. But it gets brigther.

    Does anybody know why this happens, what do do against it? Or is there another better way to draw attention to a button?

    Posted in: Triggers
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    posted a message on Making a unit completely invisible (no distortion effect)

    @DrSuperEvil: Go

    Why? A burrowed-cloaked-undetectable is already invisible for everyone except the owner (team).

    Posted in: Data
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    posted a message on Making a unit completely invisible (no distortion effect)

    Combine the burrowed and cloaked flag.

    Posted in: Data
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    posted a message on [Solved] Selectable and rotating question mark

    @Ahli634: Go

    Thanks a lot.
    Marked as solved.

    Posted in: Data
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    posted a message on [Solved] Selectable and rotating question mark

    Okay I tried it and I need more information :(

    Which tutorial does cover this?

    I guess in the end it has to be

    ?-Actor + Hit-Model < SOp Rotate < 2nd Actor + ?-Model

    Posted in: Data
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    posted a message on Why is happiness so important?

    Yeah if the mind was a simple all-nerves-meet-here-place, we would have emulated one by now.

    I think a complete in depth explanation of everything that goes on in our bodies, especially complex emotional states will take many more years.

    We are curios and somebody will figure it all out, but life will not get meaningless for the individual person. Everyone will still try to please his body and get happy. There are already chemicals/drugs strongly influencing emotions. Some German soldiers in WWII got meth to feel happy, powerful and ignore fears.

    Posted in: Off-Topic
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    posted a message on One of the most interesting things I have watched

    Video seems down :(
    Can you post another link? Don't know what to google for.

    @EW, don't mix up logic and believes. God may be a lot but not logic.

    Posted in: Off-Topic
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    posted a message on Why is happiness so important?

    Isn't it just something chemical?

    The body is only producing some molecules if it thinks it has everything it needs and the brain confirms this after evaluating the near future. The molecules are also activating the reward system to urge you to try to maintain and/or regain this state of security.

    It isn't important, your body just tricks the brain to valuate it highly for improved reproduction and survival chances.

    Posted in: Off-Topic
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    posted a message on [Solved] Selectable and rotating question mark

    Got a bit rusty :(

    What do I have to do to make the Question Mark selectable like a normal unit? Like the pickup items e.g. It doesn't seem to be the selectable flag of the unit.

    I remember you could use the deployed dark toss warp prism to have a rotating attachment point. I used it on a unit to have orbs fly around it.
    But how do I use this to just have a rotating question mark? Could somebody please tell me the crude order I have to attach thing together to do this?

    Posted in: Data
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    posted a message on There has to be a better way to script this.

    @Monkalizer: Go

    If you have an "any unit enters"-event, it will have more performance problems than your workaround.
    But if you use variables as shown above to specify the few checked units, it should improve the performance. It should now check only the 6 units which are important and not the other 200 which are unable to even reach the areas due to terrain restrictions.
    distance between points doesn't work for rectangular regions and a simple comparison xy of unit > region x1y1 and xy < x2y2 should be faster than sqrt((ux-px)^2 + (uy-py)^2)

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    This is not a good way either isn't it?
    I think it would still check all units on the map to figure out if they are in the region.

    But even if it would be good. It doesn't because I have 1 unit per players and 100 different regions this unit may enter.

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    the action I call at the very end of the mapInit does now loo like this:
    http://i.imgur.com/WuTvd.png
    to get your map regionId, create some trash code and let the editor show you your current code position or use another array containing all your relevant regions and replace the getRegionfromid with the array.
    You could use two loops and get efficient and everything done in a few lines.

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    fixed it:
    leave the trigger without event
    after mapInit, when the arrays are initialized, add custom code and use the code line:

    TriggerAddEventUnitRegion(gt_resetchooser, UnitRefFromUnit(gv_chooser[1]), RegionFromId(84), false);
    false leave, true enter
    


    the trigger does now work only with this specific unit and no longer with any

    Posted in: Triggers
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    posted a message on There has to be a better way to script this.

    normal variables do work, but they are very inconvenient.
    I've one bit don't leave this area and several small, enter this with a unit area. But I will probably leave it for now.

    putting all units in unitgrps and have the event check unit 1, unit 2 etc from uniitgrp enters might also work. but thats shitty too.
    A simple: any unit from unit group enters region would be great.

    Posted in: Triggers
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