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    posted a message on Is this a good way to detect activation of multiple beacons?

    I see.

     

    It still looks like I would have to go in and modify the trigger for each different map I put it in. I'm going to keep using my current trigger, but I'll definitely try this if there are performance issues down the road.

     

    Thanks!

    Posted in: Triggers
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    posted a message on (Solved) Having trouble adding ability cooldown via triggers.

    In reply to jchardin64:

     

    I have no idea how I would do this in data, as I'm not very familiar with it.

     

    Do you know how? I would appreciate it :) 

     

    In reply to jchardin64:

     

    I also use the triggers because I want to save the facing angle and vitals of other unit.

     

    The data editor is really the best way to do this. A unit transforming and then back again (like a siege tank) is a pretty easy thing to do, and it's one of the first things I did when learning the data editor.

     

    Basically just find the siege tank's abilities (Siege Tank - Siege and Siege Tank - Unsiege) and copy them. In Ability - Info you specify the unit that it turns into when transforming. Do this for both you human and alien units.

     

    For the cooldown, do like MaskedImposter said with the cooldown link.

     

    Doing it with the data editor is a LOT more efficient performance-wise and more reliable than using triggers. Also it should automatically retain all the unit vitals like you want (would be pretty weird if a siege tank could heal itself by tranforming).

    Posted in: Triggers
  • 0

    posted a message on Is this a good way to detect activation of multiple beacons?

    Thank you for the reply.

     

    If I did what you suggest, I would need a copy of the trigger for each beacon, right? This is what I'm trying to avoid. The map I'm currently working on has 4 beacons. Later in the campaign there might be maps with 6 or 8. I'd like to have a generic beacon-handling trigger I can just put in any map, without having to modify it every time or make several copies just because there are several beacons.

     

    I was also wondering about the performance of the "Units in region matching condition" function. I couldn't find any reference for how it works behind the scenes. If there are, say, a few thousand units on the whole map, does it have to check every one of them to see if they're within 10 of the beacon?

    Posted in: Triggers
  • 0.950719424460432

    posted a message on (Solved) Having trouble adding ability cooldown via triggers.

    Is there a reason you can't do this in the data editor?

    Posted in: Triggers
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    posted a message on [SOLVED][BUG?] Terrain visibility didn't update when I changed my cliffs.

    I posted this in the bugs section, but I thought I'd put it here as well. Hoping someone who knows what's going on will be more likely to see it.

     

    I decided to change around some of the cliffs on my map. When I play it, the map gets revealed according to where the caves were instead of where they are. Unit pathing works as it should, it's just visibility. This is the area in the terrain editor: (thumbnails are links to big image)

     

    terrain-editor

     

    And this is what it looks like in-game:

     

    terrain-game

     

    The blue lines are my best guess at where the cliffs should be. The blacked-out area is where the cliffs were before the change. In the minimap I've circled in red a section of high-ground that gets revealed as if it were on the same level (which it was before the change).

     

    I haven't done anything with the visibility/pathing layers, this is a new map I've only been working on for a few days.

     

    One more thing, I don't know if it's related but when I'm in-game, this map makes the fans on my graphics card spin up faster than I've ever heard them. I have other custom maps with 100x as many doodads, and no problems.

     

    EDIT: I don't know what I did, but it's working now. Just as mysteriously as this problem showed up, it's now gone.

    Posted in: Terrain
  • 0

    posted a message on [SOLVED][BUG?] Terrain visibility not updating when I change the cliffs

    I decided to change around some of the cliffs on my map. When I play it, the map gets revealed according to where the caves were instead of where they are. Unit pathing works as it should, it's just visibility. This is the area in the terrain editor: (thumbnails are links to big image)

     

    terrain-editor

     

    And this is what it looks like in-game:

     

    terrain-game

     

    The blue lines are my best guess at where the cliffs should be. The blacked-out area is where the cliffs were before the change. In the minimap I've circled in red a section of high-ground that gets revealed as if it were on the same level (which it was before the change).

     

    I haven't done anything with the visibility/pathing layers, this is a new map I've only been working on for a few days.

     

    One more thing, I don't know if it's related but when I'm in-game, this map makes the fans on my graphics card spin up faster than I've ever heard them. I have other custom maps with 100x as many doodads, and no problems.

     

    EDIT: I don't know why, but it just started working now. Strangest thing I've ever seen.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Is this a good way to detect activation of multiple beacons?

    Here's what I'm trying to do. I've created a number of beacons at different enemy positions. The player (player 1) simply has to capture each location. That means at least one of the player's units are there and no enemy units (Player 10) are near (within a distance of 10).

     

    This is the trigger I've come up with, but I'm wondering if there's a better/more efficient way to handle it.

        Events
            Timer -Every 1.0 seconds of Game Time
        Local Variables
        Conditions
        Actions
            Unit Group -Pick each unit in (Beacon (Terran Large) units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
                Actions
                    General -If (Conditions) then do (Actions) else do (Actions)
                        If
                            (Number of Living units in (Any units in (Region((Position of (Picked unit)), 3.0)) owned by player 1 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) >= 1
                            (Number of Living units in (Any units in (Region((Position of (Picked unit)), 10.0)) owned by player 10 matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
                        Then
                            Unit -Kill (Picked unit)
                            ------- This is also where I would set the objective to completed.
                        Else
    Posted in: Triggers
  • 0

    posted a message on No way to destroy an actor???
            Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [221.00, 29.00])
            Variable -Set Actor = (Last created actor)
            Actor -Send message "SetTintColor 255,0,255" to actor Actor
            General -If (Conditions) then do (Actions) else do (Actions)
                If
                    Actor != No Actor
                Then
                    UI -Display "True" for (All players) to Subtitle area
                Else
                    UI -Display "False" for (All players) to Subtitle area
    
     



    When I test this it prints "True", so I know the actor is getting assigned.

    Could it be because I'm attaching it to a doodad instead of a unit?

     

    EDIT: Honestly I'm starting to wonder if this whole thing is even worth the effort... I'm going to try an idea for a workaround tomorrow, I'll get back to you.

     

    Posted in: Triggers
  • 0

    posted a message on No way to destroy an actor???
    Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [221.00, 29.00])
    Variable -Set Actor = (Last created actor)
    Actor -Send message "SetTintColor 255,0,255" to actor Actor
    

     This is what I did, and nothing changed. He should have turned pink, correct?

    Posted in: Triggers
  • 0

    posted a message on Void portrait problem

    Sorry to necro an old thread, but I'm having exactly the same problem. In LotV they changed to "composite portraits", which have a face and a background as separate actors.

     

    In the data editor you can go to the Artanis's Actor and change the portrait model from "artanis ex2 portrait" to "artanis ex2 portrait addition". This gives you the face, but not the background effects. This is a problem with all the LotV assets I've tried to use.

     

    I haven't found a way around it, so if anyone is more familiar than I am I would love some more info.

    Posted in: Triggers
  • 0

    posted a message on No way to destroy an actor???
    Quote from DrSuperEvil >>

    Why you not just using a Model type actor?

     As far as I know, I am.
    Attach Raynor to Origin on (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    Variable -Set Actor2 = (Last created actor)
    

     And then later:

    Actor -Kill actor model Actor2

     I've tried killing it, sending it a Destroy message, everything I could think of. When there are so many ways to create actors attached to stuff, I don't know why they wouldn't include a "Remove Actor" trigger action. Or "Destroy Actor". Or "Hide Actor". Or "Make Actor Not Be Here Any More."

    Posted in: Triggers
  • 0

    posted a message on No way to destroy an actor???

    There is no “Remove Actor” trigger action that I could find.

    Posted in: Triggers
  • 0

    posted a message on No way to destroy an actor???

    I used the "attach model to unit" trigger event to have my hero riding up on the elevator. Now that it's at the top, I use "move unit instantly" to put the actual hero unit there, but I need to get rid of the actor. I have it saved to a variable, but there's no "destroy actor" trigger event. I tried sending it a "destroy" message, but it didn't work. I see all kinds of trigger actions that can create actors, but none that can destroy one. I even tried the "kill actor model" action and it didn't work, either.

    Posted in: Triggers
  • 0

    posted a message on make "Space Elevator Ramp" go up slowly.

    OK I figured it out:

     

    Step 1:

    Actor -Send message "AnimBracketStart Attack Cover,Start {} {} OpeningPlayForever" to actor (Actor for Space Elevator Ramp [78.00, 78.00])<br /> Actor -Send message "AnimBracketStart Attack Cover,Start {} {} OpeningPlayForever" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])

    This brings both parts of the elevator down.

    Step 2:

    Actor -Send message "AnimBracketStop Attack" to actor (Actor for Space Elevator Ramp [78.00, 78.00])<br /> Actor -Send message "AnimBracketStart Attack Cover,End" to actor (Actor for Space Elevator Ramp [78.00, 78.00])

    This first kills the "go down" animation and starts the "go up" animation for the bottom elevator piece only.

    Step 3:

    Actor -Send message "AnimBracketStop Attack" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    Actor -Send message "AnimBracketStart Attack Cover,End" to actor (Actor for Space Elevator (Terrain object doodad) [125.00, 29.00])
    

     This one kills the "go down" animation for the top elevator piece and starts it moving up.

    Posted in: Triggers
  • 0

    posted a message on make "Space Elevator Ramp" go up slowly.

    By "Animation Bracket Apply" do you mean "Animation Bracket Start"? Do, or do not do. There is no Apply *ahem* sorry, that was too hard to resist.

    Posted in: Triggers
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