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    posted a message on Bank keeps resetting from test to test

    @alfx01: Go

    You may want to try updating your saving code to the following: 1) Open bank 2) Store value(s) 3) Set signature option (enable) 4) Save bank

    Perhaps it is redundant, but that's my process and it works. I think it's possible that your bank isn't updating the signature every time you save, try throwing in a debug message in your bank validation check that says "Error - Bank Invalid - clearing all data."

    Posted in: Triggers
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    posted a message on Bank keeps resetting from test to test

    @alfx01: Go

    I don't see you saving values anywhere. (Unless you have that code but didn't paste it in)

    Did you open your bank file while testing to verify that values are actually being saved?

    E: I see it now, oops I'm blind :P

    Posted in: Triggers
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    posted a message on Set Dialog Item Alpha Mask - Alpha Mask Format?

    @Cacho56: Go

    I would like to use the alpha mask feature. Exporting, editing, and re-importing 60+ images is not my idea of a fun way to spend an afternoon.

    Edit: I realize my OP was slightly vague for those not super familiar with all the dialog triggers, so to clarify, there is a trigger called "Set Dialog Item Alpha Mask" - this is the method I would like to use.

    Posted in: Triggers
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    posted a message on Set Dialog Item Alpha Mask - Alpha Mask Format?

    @Cacho56: Go

    Sure, but that would be more work and make my code much uglier. Since there is an alpha mask function it would be nice to actually use it...

    Posted in: Triggers
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    posted a message on Set Dialog Item Alpha Mask - Alpha Mask Format?

    I'm trying to do the simplest thing in the world - make some dialog images 50% transparent. I've spent the last half hour making different layer masks and nothing seems to work. So what's the right way to do this?

    (When I'm asking about format I don't mean file format, I mean how is the alpha mask image supposed to encode the opacity)

    Clarification: I would like to do this using the Set Dialog Item Alpha Mask trigger option

    Posted in: Triggers
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    posted a message on Change the map for a certain player?

    @WYCKOFF: Go

    If you are at the maximum map size already, you will have to think about reorganizing your map geometry to make room for your minigame. I wish the maximum map size were much larger, but unless I am much mistaken, there is no getting around this.

    Posted in: Triggers
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    posted a message on Detach model from unit?

    @abvdzh: Go

    Very nice - exactly what I have done, except mine via triggers of course. I guess the one subtle difference is that in my case the boss simultaneously casts it on all players in the arena.

    Posted in: Triggers
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    posted a message on Moving the Mission Timer

    I would like to move the mission timer so it sits nicely tucked inside the top right corner of the minimap frame. However, when I try to move it, it gets cut off. I figure there must be some subtlety I'm missing.

    Mission Timer

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="MissionTimePanel" name="GameUI/UIContainer/ConsoleUIContainer/MissionTimePanel" file="GameUI">
            <Height val="44"/>
    
            <Frame type="Label" name="TimeLabel">
                <Anchor side="Top" relative="$parent" pos="Min" offset="30"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="-5"/>
                <Style val="@@MissionTimePanel"/>
                <AcceptsMouse val="true"/>
                <Tooltip val="@UI/MissionTimeTooltip"/>
                <RenderPriority val="1000"/>
            </Frame>
    
            <Frame type="Image" name="BackgroundImage">
                <Anchor side="Top" relative="$parent/TimeLabel" pos="Min" offset="-10"/>
                <Anchor side="Bottom" relative="$parent/TimeLabel" pos="Max" offset="10"/>
                <Anchor side="Left" relative="$parent/TimeLabel" pos="Min" offset="-15"/>
                <Anchor side="Right" relative="$parent/TimeLabel" pos="Max" offset="10"/>
                <Texture val="@@UI/MissionTimePanelBackground"/>
                <TextureType val="EndCap"/>
                <RenderPriority val="999"/>
            </Frame>
      </Frame>
    </Desc>
    
    Posted in: Triggers
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    posted a message on Leaderboard Anchor

    @FunkyUserName: Go

    Ohh I hadn't thought to just use 1 filling image and resize it - I feel so silly.

    I was thinking I would have to import like 100 images and select one for each stage of the filling. T_T

    Thanks

    Posted in: Triggers
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    posted a message on Detach model from unit?

    @abvdzh: Go

    Sounds like this is the solution I'm looking for, but what you've written up does nothing for me. Could you let me know where I went astray?

    Edit: Well whaddya know, GAx3 has a detach actor function that does exactly what I want, guess I'll take a look at his code.

    Posted in: Triggers
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    posted a message on Leaderboard Anchor

    Here's another addition to my recent bombardment of questions:

    Why on earth, when I anchor a leaderboard to the bottom, does it show up in the dead middle of the screen? You may say, well I can just fix that with offsets, but the problem is that will make it look completely fucked for anyone not using the same resolution as me.

    Now, you may be asking, why the hell am I even creating a leaderboard? The reason is that I want to use the leaderboard progress bar item as an energy bar for the players. If I can accomplish this another way, or a similar-looking effect some other way, feel free to let me know as well.

            Leaderboard - Create a leaderboard with 1 columns and 1 rows, with the name "", and using (100%, 100%, 100%) color.
            Variable - Set PlayerDialogVars[player].energy _board = (Last created leaderboard)
            Leaderboard - Set width of 1 column in PlayerDialogVars[player].energy _board to 20.0 (% of the screen)
            Leaderboard - Anchor PlayerDialogVars[player].energy _board to the Bottom of the screen, offset by (0, 0)
            Leaderboard - Disable Show Header state for PlayerDialogVars[player].energy _board for (Player group(player))
            Leaderboard - Disable Show Title state for PlayerDialogVars[player].energy _board for (Player group(player))
            Leaderboard - Show progress bar for PlayerDialogVars[player].energy _board item at column 1 and row 1
            Leaderboard - Set PlayerDialogVars[player].energy _board item progress bar color at column 1 and row 1 to (50%, 0%, 50%) for step 1
    
    Posted in: Triggers
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    posted a message on Create a Line Between Two Points

    @FunkyUserName: Go

    Not sure what you're asking, I think I was pretty clear.

    "visual line from point A to B that the player will see in game"

    Imagine like a laser beam or something, going directly between two points in three-dimensional space

    Posted in: Triggers
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    posted a message on Change the map for a certain player?

    Use the Trigger "Set the camera bounds for (player group) to (region) - Do adjust the minimap"

    This is very useful for having minigames, portals, and separate map regions in general, while keeping the player restricted to their current map region.

    Posted in: Triggers
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    posted a message on Create a Line Between Two Points

    I'm wondering if there's a way to create a visual line from point A to B that the player will see in game. Perhaps some sort of beam or doodad? I don't know too much about these types of things. Any method is fine as long as I get the result - data editor, trigger, terrain editor, etc.

    Posted in: Triggers
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    posted a message on Detach model from unit?

    @FunkyUserName: Go

    Then you will see the chop in the animation as I create the new model (the target spins and stuff).

    Posted in: Triggers
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