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    posted a message on How to enable unit select UI?

    A little while ago, I accidentally mashed a group of keys and somehow the unit select UI just disappeared. I am talking about this:

    Notice how on the side panel, I cannot select nor search up units. I've tried all sorts of settings in the editor to enable it. So far nothing has worked. The result is that, I am now limited with taking screenshots and available units to make maps with. If anyone can tell me what I need to do to enable this again, I'd really appreciate it.

    Posted in: Terrain
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    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    This helped me out a lot. I now understand where I need to be looking and have a basic understanding of how the ui is normally change. The problem is though that I don't want to change the UI for everyone in the game so overwriting it like that I think wouldn't be the right move. I want to change the UI based on the faction that a person has picked with different icons. Keeping this mind, here is todays questions. I have a bunch today.

    Problem 1: Directly trying to change the XML code doesn't seem to be working.

     

    I tried to change the XML code. When I tried to type, it just wouldn't let me change anything. I don't know of this is a Mac specific issue, but I feel more like its something I don't know how to do yet. I recall you said that XML now allegedly compiles correctly? Would I need to use something like notepad then import it to overwrite the data? Otherwise, how would I edit the XML? 

     

    Problem 2: Complications creating a new layout.

     

    In that tutorial, one of the first things it tells you to do is create a new layout. I tried to create a new layout the copy and past the code in the first part to the layout. At first, the name of the layout did not show up at all. When I tried to save it, the editor just crashed. I've been doing this on an experimental file for now just to be safe. My question basically is, what is possibly preventing the new layout from being created and what is needed to make a new layout that won't cause the game to crash?

     

    3. Understanding the important triggers and how ui is overwritten for a specific player:

     

    What I was noticing is that the calls-down panels for the console ui would not work when I removed the create a panel and hook up and existing portrait part. I assume that I need to do something similar to this to overwrite the console ui and resource panel ui since that is basically what I want to do for each. What I gather is that in the new layout created that how it is overwritten. Would this be correct for each of them? Also, what specifically would be done for overwriting existing ui in the case of changing it only for specific players.

     

    4. Fixing Issues with the buttons

     

    Right now the images on buttons are showing up like this:

     

    I have it set up like this:

    and the caster unit I am using looks like this:

    the caster unit doesn't have a specified object type and it a base unit. No actors. However the moment I changed the unit to Alexei Stukov, it started looking like this:

     

    The things I'd like to know about this:

    4.1 How do I get the buttons to show up properly? 

    4.2 How do I limit control the amount of buttons that are set up there.

    4.3 How do I change the offset of some of these buttons?

    4.4 What should be the reason that the buttons aren't showing up at all for the test caster, but rather stukov?

    Posted in: Triggers
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    posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?

    In reply to Forge_User_24010345:

    Thank you. I tried this and it worked perfectly. Had a feeling it might have something to do with file type.

    Posted in: Artist Tavern
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    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

     

    The time comes very soon that I will be returning to resolve this previous UI issues we were discussing earlier. First I want to see if I can resolve an issue that has been bugging for a while. I do have a question though for now. My question is about the supply count ui and resource count ui.

     

    1. How to move and change the image of these?

     

    For each faction, I want there to be a different supply ui image. I also wanted to know how to change the location of these should I decide to put it elsewhere. This is mainly cause I was thinking of putting a toolbar at the top of the screen. 

    Posted in: Triggers
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    posted a message on Replacing leaving player with an AI that can win? Is this possible?

    One of the issues I've been having with a recent mod I've been working on is that often people will leave after one person leaves due to being disadvantaged. I was hoping to curtain this by setting this up so that leavers get replaced with AIs that can win the game. I don't know if this is possible though. If it is possible, could someone run me through how to do it? I already have some moderate experience in dealing with triggers. If its not possible, could it be possible to set up an AI that will at least help the player until the last one dies?

    Posted in: AI Development
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    posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?

    I am uploading the screenshots as a mod to the custom melee section. I'll give those two options a try though. Chances are that one of them probably will solve it. Now my question though is how would I change the images to jpg? Is there a special software that needs to be used for this? Also, how might I remove the embedded color map?

    Posted in: Artist Tavern
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    posted a message on [Question] Screenshots are changing tint upon upload. How to prevent this?

    For the mod I am making I have a few screenshots of some available units and structures. All of them are tga type images. Whenever I upload these images, they are randomly tinted. I am not sure why this happens. Here is an example:

    This is when the screenshot is taken.

    And this is what it looks like when resized and uploaded. To be honest, the blue appearance looks kinda neat, but its not accurate. I wanted to know what could be causing this and how to fix it? I am certain these looked like the first picture before uploading it so it cannot be a team color related issue.

    Posted in: Artist Tavern
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Alright. Well at least there is options. Here is todays question. I basically wanted to know if it is possible to replace a player with an active ai that can win the game. What I want to do is set things up so that whenever a player leaves, they are replaced with an ai. I don't know if this could work. If its possible to do, how might I go about doing this?
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Yea. That solved the problem perfectly. I worried that I was going to have to wait for blizzard to fix morphing abilities on Mac to have a viable working solution here. I've got a more questions for today.

     

    1. Adding Multiple randomized maps into one arcade map?

     

    I wanted to know if this is possible. Lets say that I wanted to have it set up so that when a player starts an arcade game, they can pick between 10 different maps to play on or have a randomly generated map, would this be possible? I've seen arcade games with multiple different rooms. I know that this is not the typical sort of question I usually ask, but I just don't know if this is possible and I was thinking about creating an map for the mod instead of having it listed in the melee section.

    Posted in: Data
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    posted a message on Allied Commanders and Warcraft 3 data dependencies together.

    In reply to miketwistam:

    I personally prefer not to use either of those mods in projects, but rather copy elements from them. The problem with just simply loading both of those mods is that they can provide you with a lot of data you don't need, overwrite a lot of important stuff and as with many dependencies cause conflictions. Remember. If it was just that simple then it wouldn't be worth doing.

    Posted in: Data
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    posted a message on A number of questions about Trigger related issues

     

     

    Ah yes. That was a mistake I discovered earlier and fixed. Its now disabled, but the music is still often playing for the wrong player. The music needs to be playing for each player that picked a faction. The way I have music selected for a player is by having a local variable called player_int. 

    Now I think I have this set up in the wrong way somehow. I am not sure. 

     

    Also I have one more question for today if possible. This one is simple I think to someone who would know which is why I am asking now.

     

    1. How to avoid deleting ai with my clear default triggers trigger.

    This is what the cleardefaulttriggers setup looks like. When you taught me about using or conditions I excluded a lot of stuff. Now basically what I need to know, is about how I would exclude a computer owned structure from getting deleted? If I can do this, then basic ai should be finally functional.

     

     

    Posted in: Triggers
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    posted a message on A number of questions about Trigger related issues

     

    Alright. The time has come to start addressing some trigger related issues again. I'll be coming back to the previous UI issues in the future. Not given up, but there is some more important issues at hand. Todays issue is one with a critical problem. First I need to explain something. In the mod I am making there is multiple factions. I use a faction select screen with a timer integer that is automatically reduced by using a repeat wait 1 second action. You can see it here:

    Keep note of Timer =10 and player_int.

     

    So its not a standard built in timer per say. You can see how I have time reduced here. This timer is also displayed as text in the faction screen and once the timer hits zero, melee conditions are enabled, sounds for each faction start and all of the important stuff is done. Now I am facing two core problems here as follows:

    Problem 1: When at least 3 people at playing the game, the wrong music shows up for some players. Everyone is getting the proper bases, but not music. However when 1 or 2 people play the game the music always seems to work fine, but I will admit that more testing is needed to be certain.

    Problem 2: When someone picks a race, all the buttons race selection buttons disabled for that player. Sometimes though the buttons seem to be getting disabled for different players. This almost always happens to the last person who tries to pick a race.

    *It should be noted though that I am not certain yet if these glitches were caused by the map we were playing on and the main file I was using had  ZombieFest(mod compatible) attached. Of course this could have lead to the problem, but I am still not sure yet. What I would like to know is if anyone may have an idea what could be causing the problem here based on these screenshots or if it should be working properly for all purposes.

    This is the start of the action chain. You'll notice its a repeat action.

    The part where the music is created. Covert ops, raiders etc are presets. Obviously this stuff can be hard to tell from an outsider perspective, but I am just hoping there is maybe something I can figure out here. 

    Posted in: Triggers
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     Okay. The animation is working properly now. There is a new issue that has arisen though. Since I am unable to use morphing abilities at this time, I cannot make a morphing ability to have a command center move to such and such a location. This is the primary flaw with this method of doing this. I wanted to know if there was a way to set things up so a player can't use such and such an ability if within certain range of a mineral line. Or could there be another way of bringing up a unit's unit placement and then having it move to a selected spot without morph abilities? I am trying a number of things right now to see if I can come up with something. 
    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

    Okay. Just got through clearing up a whole bunch of data related tasks so I can now put more attention to this. I think I understand the part about the unit alias, but would you mind elaborating a bit about how to use an effect as a reference for this? I just don't understand how this part works quite clearly.

     

    Todays questions:

     

    1. [Revisiting] Issues with setting walking animations.

    This is a response to post #218 when we were stalking about how setting walking animations. For starters, when you say the spider mine animation is broken, are you talking about the widow mine model? I am using the widow mine model for this. 

    Basically what I am trying to do is make a stukov-like walker building for Covert Ops. I have this factory attached to a covert ops widow mine model. On Mac, morphing abilities are currently bugged aren't working properly so I am trying to do this all through behaviors. I tried using the term: animationbaselineset>walk. Here is a look at the events setup for this:

    The way I am doing this is that I have a behavior called Terran building no movement that sets the movement speed to zero by default. On unit birth the animation bracket starts to have it burrow then I have a behavior ability that switches off Terran building no movement for the unburrow animation. There is also another behavior that is activated when the behavior ability that switches off Terran building no movement is activated. Now I tried to insert animationbaselinestate>walk under the part where it says behavior.terranbuildingnomovementoff>animationbrakenstop. When I did this, the animation wouldn't even perform to begin with. So I am wondering what might be preventing it from working right. Maybe there is something in the default events that needs be changed?

    Posted in: Data
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    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    In reply to DrSuperEvil:

     1. Good to know.
    So glad I found out this. A while ago when I was newer, there were many buildings which I would check and uncheck those flags on unsure what they did. I assumed it was something else. I should check older units to make sure these are only checked on the needed ones.
    2. Okay. I will see if I figure this out.
    _____________________________________________________
    3. [Revisting]: The part about beams not shooting right.
    In #206 Part 3, I said that I was having complications getting beams to shoot from the desired location and that I was using an unusual method of getting them shooting. I am going to post some screens of the various components that make up one of these beams:
    The beam actor even section[detail view]
    Beam Actor[Table View]
    Action Actor in Table View
    Site Actor
    From the Skyblade World Purger in the picture I sent you, it is meant to be shooting from the weapon attachment point of the left void ray attached to that thing. Instead it launches from the center. Now one thing occurred to me after going through all this that could be the problem. Since on both of the void ray models used for the sky blade world purger, I am specifying to attach to the weapon, it could be that it is just defaulting to the center cause it does not know which one is meant. This is happening though on some units which don't have multiple attachments like that one.
    Posted in: Data
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