See attached screenshot (specifically the vertical bar going through the bottom UI area) - this started showing up in the last couple versions of a map I'm working on. I can't seem to find any code that is making this happen...any ideas what is going on here?
I am trying to setup a situation where two computers are engaged in a typical melee battle on a normal map where I, as a third player, are watching them. Nevermind about vision and all that - this is just a hypothetical scenario...my main concern is with the AI. What is the easiest way to apply AI to two computer players and get them to battle each other? "Melee - Start the melee AI for all computer players" is not working...none of the AI functions seem to do anything...?
Okay that gets me a step closer. Now I'm getting back what is apparently the "id" of the Game Link (see attached line of code). What I really want is the human-readable version, which is what I was expecting to get back. See screenshot of my editor...I want "Protoss Air Amor Level 1" instead of "Upgrade/Name/ProtossAirArmorsLevel1", which is what I'm getting now. Thanks much for your help!
Okay thanks that gets me closer. Apparently I need to grab the "CUpgrade Name" of the game link, but my attempts to do so result in Trigger Errors when reaching the Catalog lookup line. Attached is a screenshot of my code. Any ideas where I'm going wrong here?
The error I'm getting is: Catalog field 'CUpgrade Name' could not be read (Core: a required object could not be found)
I'm trying to display on-screen the name of a research/upgrade when a player initiates one. For example, when a player researches Stimpack ability, I want to put up a text message saying "Player 1 - research Stimpack". I am using the event "Any Unit research progress is Started" and (Triggering progress upgrade) to return the upgrade, which comes back as <Game Link - Upgrade> type. How can I extract the name of the upgrade from this?
I'm trying to duplicate the "commentary" in 1v1 obs maps. This feature provides text messages to the screen like "Player 1 - Barracks" when player 1 builds a barracks. I'm trying to do this in the most efficient way possible cpu-wise. For buildings, I have a trigger setup for when any unit is created. The next step is seeing if the unit is a Structure. Is there a simpler way of doing this than manually going through each unit that is a structure to see if the unit type of the created unit matches (such as "is this a barracks?", "is this a depot?", "is this a factory?", etc). Thanks.
I'm working on a situation where one player is watching another player (like in 1v1 obs). My plan is to include the ability to zoom out to view more of the map (by increasing Height Offset or Distance of a player's camera). My concerns are (1) pressure this puts on graphics cards and (2) pressure this in turn puts on bandwidth in multiplayer situations. What's the conventional wisdom on how far cameras should be set to zoom out?
In the Terrain editor we have a camera property called Pitch that defaults to 56. I would like to change this during runtime, but it appears the closest property exposed to the scripting environment is "Angle of Attack" of camera, which does not appear to be the same thing based on some tests. Is there a way to directly change the Pitch property of a camera during runtime?
See how the social icon has been moved to very lower right of screen even though chat box has remained where it is? I have been messing around with hiding and replacing various UI elements, but so far I haven't gotten to the social aspect yet as I haven't published my map yet. I assumed that was a completely separate system that sits on top of every game that isn't changeable by us programmers. Incorrect?
OK good call. These types of messages will still show up in the normal Social interface, though, right? Or would such messages be lost forever...?
Also: deathtorn, with your method is there any way to move the chat area around during runtime or does this happen only once at init and then you're stuck with its position for remainder of game?
I'm trying to apply selection actors to units arbitrarily. I have a scene with different units and they are not selectable or highlightable by the player. I want to put selection actors around the feet of these units that *follow the unit when they move*. Right now when I try to "Attach Actor to Unit" and use one of the selection actors, it places the selection circle on the ground where the unit was when I called the trigger. They remain on the ground when the unit moves. How can I get the selection actors to move with the unit they are attached to?
When I'm done with my system it should be transferrable to other maps assuming you lay down the correctly named entities (Points, Cameras, etc). I agree the editor is a pain to learn but I've managed to figure most of the stuff out with a lot of great help from this forum. In a couple weeks I'll be ready to bet test my map...PM me if you'd be interested in being a tester.
0
See attached screenshot (specifically the vertical bar going through the bottom UI area) - this started showing up in the last couple versions of a map I'm working on. I can't seem to find any code that is making this happen...any ideas what is going on here?
0
I am trying to setup a situation where two computers are engaged in a typical melee battle on a normal map where I, as a third player, are watching them. Nevermind about vision and all that - this is just a hypothetical scenario...my main concern is with the AI. What is the easiest way to apply AI to two computer players and get them to battle each other? "Melee - Start the melee AI for all computer players" is not working...none of the AI functions seem to do anything...?
0
@Usernameisntworkingright: Go
Really...? There's got to be a way to get at that info...anyone?
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@avogatro: Go
both but mostly bandwidth
0
@Usernameisntworkingright: Go
Okay that gets me a step closer. Now I'm getting back what is apparently the "
id
" of the Game Link (see attached line of code). What I really want is the human-readable version, which is what I was expecting to get back. See screenshot of my editor...I want "Protoss Air Amor Level 1" instead of "Upgrade/Name/ProtossAirArmorsLevel1", which is what I'm getting now. Thanks much for your help!0
@Usernameisntworkingright: Go
Okay thanks that gets me closer. Apparently I need to grab the "CUpgrade Name" of the game link, but my attempts to do so result in Trigger Errors when reaching the Catalog lookup line. Attached is a screenshot of my code. Any ideas where I'm going wrong here?
The error I'm getting is: Catalog field 'CUpgrade Name' could not be read (Core: a required object could not be found)
0
I'm trying to display on-screen the name of a research/upgrade when a player initiates one. For example, when a player researches Stimpack ability, I want to put up a text message saying "Player 1 - research Stimpack". I am using the event "Any Unit research progress is Started" and (Triggering progress upgrade) to return the upgrade, which comes back as <Game Link - Upgrade> type. How can I extract the name of the upgrade from this?
0
I'm trying to duplicate the "commentary" in 1v1 obs maps. This feature provides text messages to the screen like "Player 1 - Barracks" when player 1 builds a barracks. I'm trying to do this in the most efficient way possible cpu-wise. For buildings, I have a trigger setup for when any unit is created. The next step is seeing if the unit is a Structure. Is there a simpler way of doing this than manually going through each unit that is a structure to see if the unit type of the created unit matches (such as "is this a barracks?", "is this a depot?", "is this a factory?", etc). Thanks.
0
I'm working on a situation where one player is watching another player (like in 1v1 obs). My plan is to include the ability to zoom out to view more of the map (by increasing Height Offset or Distance of a player's camera). My concerns are (1) pressure this puts on graphics cards and (2) pressure this in turn puts on bandwidth in multiplayer situations. What's the conventional wisdom on how far cameras should be set to zoom out?
0
@Nebuli2: Go
After some more tests apparently Angle of Attack *does* equal Pitch. Thanks.
0
In the Terrain editor we have a camera property called Pitch that defaults to 56. I would like to change this during runtime, but it appears the closest property exposed to the scripting environment is "Angle of Attack" of camera, which does not appear to be the same thing based on some tests. Is there a way to directly change the Pitch property of a camera during runtime?
0
@deathtorn: Go
See
See how the social icon has been moved to very lower right of screen even though chat box has remained where it is? I have been messing around with hiding and replacing various UI elements, but so far I haven't gotten to the social aspect yet as I haven't published my map yet. I assumed that was a completely separate system that sits on top of every game that isn't changeable by us programmers. Incorrect?
0
@deathtorn: Go
OK good call. These types of messages will still show up in the normal Social interface, though, right? Or would such messages be lost forever...?
Also: deathtorn, with your method is there any way to move the chat area around during runtime or does this happen only once at init and then you're stuck with its position for remainder of game?
0
I'm trying to apply selection actors to units arbitrarily. I have a scene with different units and they are not selectable or highlightable by the player. I want to put selection actors around the feet of these units that *follow the unit when they move*. Right now when I try to "Attach Actor to Unit" and use one of the selection actors, it places the selection circle on the ground where the unit was when I called the trigger. They remain on the ground when the unit moves. How can I get the selection actors to move with the unit they are attached to?
0
@MajinCilos: Go
When I'm done with my system it should be transferrable to other maps assuming you lay down the correctly named entities (Points, Cameras, etc). I agree the editor is a pain to learn but I've managed to figure most of the stuff out with a lot of great help from this forum. In a couple weeks I'll be ready to bet test my map...PM me if you'd be interested in being a tester.