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    posted a message on Reverse this text box

    Hi, I've got this trigger someone made for me like 3 years ago to add multiline messages to a text box

     

     

    Which when used outputs messages like this:

     

     

    The messages come into the box from top to bottom and eventually go too far down that you have to scroll to see new messages... Is there any way to reverse how the messages come in so the new messages are always at the top? 

    Posted in: Triggers
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    posted a message on War3 PTR Patch and Bug Reports
    Quote from howdyyy: Go

    @Ownag3666: Go

    from what i can see, if you enable the war3 data mod. You get war3 units with their actors and weapons. There are some abilities that are pre made, like the ones on Warden, but you have to add them manually to the hero .

    Some heroes are missing veterancy and base stats etc. Its still definitely worth adding the data mod to your map, since it will save you time for creating so many new weapons/actors ...

    Oh well sounds easy enough.

    Posted in: Warcraft Modding
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    posted a message on War3 PTR Patch and Bug Reports

    Are all the units supposed to have there abilities automatically like peons repair/mining etc or are we still supposed to create the units our self? basically all i've got is models and everything else is broken like when I play a barracks I can't train any units from it.

    Posted in: Warcraft Modding
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    posted a message on How to display certain numbers in text messages?
    Quote from Stormahawk: Go

    @Trieva: Go

    But how do I refer to it in the text message?

    UI - Display ((Name of player (Triggering player)) + ("was killed by " + (Name of player (Killing player)))) for (All players) to Subtitle area
    
    Posted in: Triggers
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    posted a message on Move command card abilities

    How do you move the abilities buttons like in lots of arcade maps?

    I want to have my units spells in the bottom middle of a custom UI I created with dialogs. I have the rest of the UI hidden except the custom dialog.

    Posted in: Triggers
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    posted a message on Ignore cliff height

    @Scbroodsc2: Go

    Should have explained better.

    The guy is standing on a cliff who they are trying to shoot at and there is a ramp up through the back but instead of chasing him up through the back they just disregard him and continue to the point

    With a scan range this large shouldn't they run around to the ramp and go up and kill him?

    EDIT::::::::::::

    Never mind, I've solved it.

    Apparently you have to 'physically' show them that there is a ramp there. (I did this with terrain)

    Posted in: Data
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    posted a message on Store random integer

    Oh wow I have no idea how I missed that.

    Thanks.

    Posted in: Triggers
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    posted a message on Store random integer

    I'm trying to store the last generated random integer in a variable to I can use that variable to show up as floating text for the minerals you get when a unit is killed.

    Resource Gaining
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Owner of (Triggering unit)) == 14
        Actions
            Player - Modify player (Killing player) Minerals: Add (Random integer between MineralMin and MineralMax)
            Campaign - Display floating text at (Position of (Triggering unit)) using MineralMax amount of Mineral, displaying icon No File with text No Text for player (Triggering player)
    

    MinMax and MinMin are variables which get +5 each wave

    This is what I have atm but how do I store the random integer?

    or is there an easier way to do this?

    EDIT::::::::::::

    I'm pretty sure there is a way easier/better way of displaying minerals for this but I can't for the life of me figure out what that is. This campaign floating text is ugly when lots of units die at once.

    Posted in: Triggers
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    posted a message on Ignore cliff height

    How can I make units that were ordered to attack from point a to point b attack units that are on cliffs? I've already set the scan range to 20 (I want it this high) and reveled the map to all players but still it doesn't do anything. They still only attack when the unit is right on the edge of the cliff and when the cliff person runs away they lose their target and continue to go to their point.

    pls aid me.

    Posted in: Data
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    posted a message on menu items invisible

    Why is this happening? It only started happening after I reinstalled windows 7 a few weeks ago. very annoying.
    It doesn't happen in all the menus, only a few.

    All the buttons I click in here just show blank results so it's stuck on displaying all doodads.

    http://i.minus.com/ibyjOA7ac2IPiJ.png

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Automatic Scrolling Textbox

    @Vicboy: Go Sorry been a bit busy.

    Works perfectly, I'll credit you when it's finished.

    Posted in: Triggers
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    posted a message on Automatic Scrolling Textbox

    @Mille25: Go

    Basically the entire thing. I'm having trouble converting your text into the triggers ;_;

    Posted in: Triggers
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    posted a message on [solved] How to finish unit construction progress?

    @b0ne123: Go

    Wouldn't it make sense just to use create unit instead? since 100% is basically that.

    Posted in: Triggers
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    posted a message on Automatic Scrolling Textbox

    @Mille25: Go

    ugh I've tired to get this to work all day but I just can't figure it out :\

    If you're not busy could you post an example screenshot please?

    Posted in: Triggers
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    posted a message on Automatic Scrolling Textbox

    @Mille25: Go

    This is sounding very complicated now heh.

    Would it be possible for an example so I can get the idea and work from there?

    Posted in: Triggers
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