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    posted a message on Question about multiple condition checks

    @LosTacos: Go

    Action definitions are indeed useful, however you can't assign a variable to them. Triggers can be assigned variables. What I was proposing, if hypothetically triggers had parameters, that I would just assign a trigger to a variable and run that variable(trigger) when the hotkey is pressed.

    Posted in: Triggers
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    posted a message on Question about multiple condition checks

    @Kueken531: Go

    Yes, I can do that, Xil. But that's ending up in the same thing I was just discussing, no? Because the switch will then run through a mass list of conditions searching for "flame wall".

    Posted in: Triggers
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    posted a message on Question about multiple condition checks

    @Kueken531: Go

    Here's what I am trying to do. In my map, I basically have many abilities available to a player. It's an RPG, so they also have an action bar. They can definite their hotkeys on the action bar with access to over 500 abilities (not actually 500, some will be passive)

    I want it so that when they click on the hotkey on the action bar, that it won't check 500 different things to see what kind of ability is hotkeyed. I wish there was a "Action Definition" variable, as this would solve everything. Or if there were passable parameters through "Run Trigger" action. I can't figure out a good solution though.

    Posted in: Triggers
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    posted a message on The Legend of Zelda: A link to the past in Stacraft2 (vALPHA IS ON BNET!)

    @egodbout: Go

    Was I... just trolled? What's the point of this thread?

    Posted in: Project Workplace
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    posted a message on Question about multiple condition checks

    Would over 500 condition checks running in a single thread slow down the trigger's process? Or would it still be near instantaneously fast? Thank you.

    EDIT: Forgot to ask. Should I just break this single trigger into 500+ triggers? Would that make it run faster?

    Posted in: Triggers
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    posted a message on simple selection dialog

    @Sherlia: Go

    • You need to first create a dialog (modal or non-modal, this feature is not enabled)
    • By default, your newly created dialog is set to be hidden. So now create an action to Show last created dialog.
    • Think of a "Dialog" as a parent, and it can have many children, as many as you want it to have.
    • You need to create THREE dialog buttons for Last Created Dialog and set a variable to them everytime. (Variable must be of dialog item type)

    Boom bam, I'm sure you can figure out the rest. If not, I can post a quick SS of what you need exactly.

    Posted in: Triggers
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    posted a message on Trigger help

    @Delvianna: Go

    EDIT: Here we go..

    Go to Action "Modify Player Property"

    then for the number, you must go to "Unit Type Cost" function. There ya go.

    Posted in: Triggers
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    posted a message on Compressing TGAs

    @Terminator8: Go

    There's no easy solution to your question :( Just go with the high size. These are all mods you said, so why not just have the user download large mods?

    Posted in: Artist Tavern
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    posted a message on Deselecting Units

    @BasharTeg: Go

    Yes... and then what, BasharTeg?

    Posted in: Triggers
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    posted a message on Preference: Listed Items vs Icon Items vs Image Items

    Hello all, I just wanted to know everyone's opinions and preference on the topic. Do you prefer to play games that have items listed or items displayed as larger icons/images? Here are examples of what I mean.

    • LIST: (Bad one way of listing the items, but what can you expect of FF14) Listed
    • ICONS: Icons
    • IMAGES: Images

    Thank you all, I'm actually just having a hard time deciding on what format I should go with.

    Posted in: UI Development
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    posted a message on Compressing TGAs

    @AlphaShadows: Go

    I convert my small icons from tga to dds still, even though they are so tiny in size. A 64x132 icon I use is 34 kb in size as tga. When I save it as dds, it's actually only 4.25 kb. That's a HUGEEEE difference to me. I'm making over 1200 custom ability icons. If I saved as tga, that's roughly 40 megabytes of data. Saving with dds reduces it only to FIVE (5) MB. This is huge to me. Everything helps.

    You might have to convert everything 1 x 1 by yourself. I couldn't find any mass convert programs. Sorry, but gl!

    Posted in: Artist Tavern
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    posted a message on Can't make any triggers [Solved]

    @Obatztrara: Go

    Save the map, exit all the editor windows. Open regedit, find the sc2 map editor, and delete the entire preferences folder.

    Posted in: Miscellaneous Development
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    posted a message on Making a Unit Right-Clickable

    @Hobrow: Go

    I prefer it in this forum if possible, as I think it's solution lies in data. It is up to you, though. Thanks Hobrow, I'll look into it.

    Posted in: Data
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    posted a message on [RPG] Void: Eternal Dusk

    @Enexy: Go

    I have finished polishing the main-hand auto attack system. Dual wield auto attack is going to come at a much later date (When I implement items/inventory)

    Video below shows a demonstration of the system with a 1.2 attack speed weapon. Some info about it: Requires you to be facing the enemy. Double clicking initiates attacks (can also be hotkeyed). The text you see there is merely placeholder/debugging purposes only, pay no attention to it. Also, there are 3 attack animation variations for the main hand attack being shown.

    Oh btw, it seems really really darker than what it actually is. The game is not THIS dark.

    Embed Removed: https://www.youtube.com/v/dzZh7KLvztc?fs=1
    Posted in: Project Workplace
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    posted a message on Making a Unit Right-Clickable

    @DrSuperEvil: Go

    I gave back attack, but with game UI removed, it still just issues order anyways. There's no way to right click. The only way is by using the mouse click event and matching the location of the mouse click with the units. I want to avoid mouse click events tho.

    Posted in: Data
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