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    posted a message on Rise of Nigma RPG

    @thePanthurr: Go

    Yes I am. I'm doing an overhaul and will be releasing the unfinished version soon - just so I can get feedback on what areas I need to work on immediately.

    Posted in: Map Feedback
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    posted a message on Player Hostile to Themself?

    @Kueken531: Go

    Player cannot auto-acquiring itself - it is "hard coded" as some would call it.

    Posted in: Triggers
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    posted a message on Player Hostile to Themself?

    @composure19d: Go

    No, you'd have to setup a dummy player

    Posted in: Triggers
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    posted a message on Change cursor via Trigger

    @gerudobombshell: Go

    Perhaps by catalog's you might be able to, but my best guess is no.

    I've accomplished what you are trying to do by creating units with the cursor model as their model, then when a hotkey is pressed I create a unit at the location of the player's mouse and track it.

    This actually has delay in it, so it's not really conventional (cause of user input delay), but it works OK.

    Posted in: Triggers
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    posted a message on Transferring variables through parameters.

    @rtschutter: Go

    No, unfortunately the editor does not support passing the actual reference of a variable like &varName or *varName or obj { varName } or whatever language you are used to.

    Posted in: Triggers
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    posted a message on Dynamic Content - Possible?

    @MasterWrath: Go

    Perhaps - I'm not fluent enough with the capabilities of catalogs. I shall take your word on it. Maybe I should play around with catalogs.

    Posted in: General Chat
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    posted a message on Dynamic Content - Possible?

    @yukaboy: Go

    I actually like that idea, mr. Devil. If you could run the game entirely in "test document" or single player entirely - every map would run more smoothly (essentially...).

    It was not "shut down" per say, was just told it does violate ToS. I am just doing some tests to see the limits and the possible applications. More of a proof of concept type of thing.

    Posted in: General Chat
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    posted a message on How do I open threads at the first post?

    @Mozared: Go

    I've had this issue for years, never felt like reporting it. Thought it was intended. But yes, it always goes to the last post unless I explicitly click on Page 1 (which sometimes it does not have that link if there is not multiple pages). The basic link is always XXX.com/blahblah/?unread

    Posted in: General Chat
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    posted a message on Dynamic Content - Possible?

    I have just tested moving units through my system with players across different games. It was successful and has error-correcting to ensure that the unit is in the correct location. I am now moving onto issuing attack commands onto a unit.

    Unfortunately, right now all I can see that is limited is that enemy mob units will have to be server-side as well, or at the very least created by a "host" player.

    (EDIT: Unless someone else has ideas?)

    Posted in: General Chat
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    posted a message on Dynamic Content - Possible?

    @butterflo: Go

    It would basically change the max player to 12 players per game-instance. 1 player for hostile, 1 player for ally. Doesn't mean you can't string together 5 games of 12 people, cause you can. The programming required to do so might be a little intensive.

    Posted in: General Chat
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    posted a message on Triggering player - Picked Player

    @gorjdesign: Go

    To answer your question, quite simply one is event based, one is instance based.

    • Triggering Player - This can ONLY be used when an event has a player involved.
    • Picked Player - This can ONLY be used when using Player Groups. This is a type of loop.

    (EDIT: Looking into your trigger, it shows that you're doing an !NOT for like 30 conditions... Is that what you want? Will anyone ever be NOT all those things?)

    (EDIT2: I don't understand what you're trying to do with your trigger, anything beyond Player 1 will always match those conditions you set. Player 1 will NEVER match those conditions, so you will never get past it)

    Last Edit: I see what you're trying to do. You're assigning a random race to a player if they have not selected after 2 minutes. A better way to approach this is that when a player DOES select a race, to set a boolean to true. Then, create this trigger with only one condition, if boolean == false, give random race.

    Posted in: Triggers
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    posted a message on Dynamic Content - Possible?

    @TacoManStan: Go

    A nuclear explosion

    Posted in: General Chat
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    posted a message on How to Tell if Unit Dies to an Ability

    @Terminator8: Go

    • Cost 0 if it kills = Data/Triggers
    • Cost 0 no matter what = Data
    Posted in: Triggers
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    posted a message on How to Tell if Unit Dies to an Ability

    @Terminator8: Go

    do that then, but that's global spec, and not local spec. So it'll occur if multiple units have that ability.

    Posted in: Triggers
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    posted a message on Timers are Broken?
    Quote from azaraxzealot: Go

    @Ahli634: Go

    well now the timer counts down, but it still has no style. It's still just plain text

    @Enexy: Go

    alright so now that's working, but now the box is too small for the text, and changing the height of the timer box just pushes the time farther from the timer name so it's always outside of the box

    It shouldn't :) Try messing around with timers in a new map, with just a timer in it. Mess around with all the settings.

    Posted in: Triggers
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