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    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Okay. I it is finally working after lots and lots of trial and error. Thank God. So happy that issue is resolved now. There is so old issues that I would like to try and revisit now. 

     

    1. Bugs when setting custom races

     

     

    There are 12 races in this mod and I have an actual new race created under the races section.

     

    However when I for example try to set the player race via triggers to a race like Purifier Protoss, it shows up with Terran race ui and is not displaying supply count although the supply is working. I am absolutely certain that I copied purifier Protoss from the basic Protoss race. What I would like to know is how I can get the race Ui working for these custom races. 

     

    2. How do I know what layouts to use?

     

     

    For one of my races, I want it to look like the warcraft undead ui, but I don't know where to find this ui nor am I sure entirely how to replace this with all the default race ui. In that data megathread, you gave me a link to a thread about this, but when I had a look, the person who posted did not explain exactly how to do it. She had links and an example map there. Sadly neither were working. I was hoping since you said that you know more about triggers now that you might be able to help me understand this better at this time.

     

    3. What am I doing wrong here?

    This is an attempt to create a co-op like command panel for primal. I feel like this should be working, but it isn't. The dialog shows up, but nothing on the command panel. I doubled checked to make absolutely sure that the unit is indeed getting created and does have the abilities listed under it. Despite this, the buttons are not being created.

    I created this based on this advice I read on this forum:

    https://us.battle.net/forums/en/sc2/topic/20752465731

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

    About 4. Here is my attempt.

    I am very lost, but I made an attempt at this none the less. Notice the part that says player group. The viable I used was a local variable called player_var set to integer>array>number of players constant type. When I tried this, absolutely nothing happened. I wondered what I might be doing wrong here?

     

     Another thing I meant to ask about is the error with the icons. 

    The highlighted image is one of the icons that is experiencing problems, but I is clearly located under assets/textures that you'll notice. I wondered what else might be causing this problem. It should be noted that this problem started happening after I began clearing out a number of files to reduce storage space.

    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:

    1.1-1.3. Going to be working on these today.

     

    Here is my new question:

    2. Pictures are showing up different colors and tints than originally taken in game.

    I took some pictures to display for the in game factions that the mod has. When I uploaded these pictures though, they all showed up a different tint then what I originally took. I double checked just to make sure. The pictures I am talking about are the ones placed under Battle.net info>screenshots and how to play. I wondered if there might be any way of preventing the tints from changing or fixing this. This is not the worst issues in the world, but if it can get solved relatively easily, then I would definitely like to try.

     

    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. This is what I was thinking of doing, but I am not quite sure how to set it up in terms of how the search will call the worker to a point. So here is what I am gathering:

    1.1 Make a search ability

    1.2 Have that search ability. But do I have it use a search effect first on the minerals, then search again to order the worker?

    1.3 I was noticing that the gather ability for workers is an effect-cast ability. This means it would first need to be selected then search again for minerals or am I missing something?

    Can you also elaborate a bit more about the modify unit method? It sounds somewhat less complicated. What would I need to input in a modify unit effect for it to work?

    2.  I am going to give this a try soon. Just wanted to ask about 1 before evening rolls around.

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

    In reply to DrSuperEvil:

    1. I am just now starting to get a bit of a grasp of how to do things in the UI editor. Now I understand the help list item creation and the create tip trigger action. I am going to keep note of this. Once I resolve the majority of trigger related issues that don't involve the ui editor and xml, I am going to try to understand that part.

     

     2. Very very helpful! Worked perfectly and learning this allows me to apply it to other situations. I didn't realize this is how the or comparison worked.
    3. Very helpful also. I also noticed a number of other useful options while checking the combine string multiple function. No doubt this will be extremely useful in the future.
    _____________________________________
    I have another question that I forgot to ask before. This question is similar to number 2 in some ways as it involves some complications with cleardefaultmeleeunits.
    4. How to specify "All players" under player melee options.
    Currently the enable melee unit options say "Melee - enable melee option for player (Triggering player)". I want to have the melee option enabled for "All players" when the timer hits zero. It simply is not working for triggering player because no one player is triggering it. I don't see an all players function for this. What I wanted to know is how one could specify this action to fire for all players when the timer hits zero? 
    Posted in: Triggers
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    posted a message on A number of questions about Trigger related issues

     

    In reply to DrSuperEvil:

     /Textures/assets is where it was sent alone with other similar icons. Many similar icons though are working. I've just tried 1. Reloading all the icons. 1. Creating a new button. Problem is still persisting. Do you have an ideas why it might be happening besides that?
    2. Going to be trying this today as well as some other tests.
    New questions that are trigger related:
    ____________________________________________________________________
    1. How to clean up the Help Panel
    As you can see in this picture, the help panel is kind of messy. I want know how to change the details in, controls, gameplay and the race related sections as well as create new race tabs so that people can go here to check in case they are confused about how to play. Another questions is that in some mods I've seen, they will at the start of the game have a notification that directs the player to the help panel from the side of the screen. How does one make something like this? If this is a bit to generic, I can add specifics.
    2. How to exclude certain types of units from this cleardefaultmeleeunits trigger in a similar way to a validator?
    I use this trigger to remove default melee units so that new ones can be selected as well as disable the win conditions. It gets the job done a little too well. Its removing all critters, map hazards and also infested colonist compounds needed for zombie mods. What I wanted to know is if there was a validator like way of preventing it from removing certain units. Or what might be the best way of going about doing this if that way might not be as good?
    3. A UI Message that stats the player's name?
    What I would like in game, is to have a UI message saying"Such and such player picked a factions". So its known who has and has not picked a faction yet. The part I am confused about is what sort of UI message to indicate the player's name.
    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:

    [Solved] Worked perfectly as I am sure you know it would. Glad I've finally learned how this is done. So much work got done after this was figured out. Here are my new data questions for today:

      1. How to order a worker to start mining the nearest resources?

    In one of my factions, works are spawned via an create unit effect. When this happens they don't go directly to their nearest resources. I wanted to know if there was a solid way of ordering them to mine the nearest resources.
    2. How to self apply missile movers to a unit?
    A while ago around page 2-3, I recall you said that abilities like the hunterling jump are created via self applying missile movers. I wondered if you could elaborate more on how this is done as well as what ends the missile movement.
     
    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:

     
    Ah ha. Yep. It had to do with the mover. Well now that I know what causes the megalith to do this, I can apply this to other types of units.
    2. [solved] Darn. Should have thought of that!
    I have two questions for today that are data related as follows:
    1. How to add a tinted launch model to a action actor. 
    I would like to tint the firebat weapon blue and has it as the launch model for the firebat. The tinting is working fine. Problem is that I am unsure how to add tinted models to the launch section of impact actions. I am so happy that I've learned about the launch points as well as adding impact and launch models though. So much has gotten finished since that.
    Posted in: Data
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    posted a message on A number of questions about Trigger related issues

    In reply to DrSuperEvil:

    Okay. After hours of experimenting, trial and error and careful thinking, I've managed to solve 3, 2, 2.2 and 4. 4 and 3 are infact side effects of the win condition not working right. It also turns out veterancy was not working for that same reason. I thank you for the advice on 5. As for 3. The reason I for that is because when I started this, I did not know the trigger editor as well and I was trying what I knew worked. If I was to redo it now, it would be different. That is almost certainly going to prove useful in the future. 1. Right now I am still working on. SC2brood2 sent me an example map so I am studying it and trying to see what I might be able to figure out. Before I ask further about this one. I want to study things more first so I can bridge the gap between what I understand and don't understand a bit more. I do have another question for now.

     

    1. This question is about some sort of error with icons that started happening recently. For some reason icons started appearing like this in game, but only for the published version. This doesn't happen on the test map for whatever reason and this wasn't always happening. The icons were working fine in the past. I've double checked to make absolutely sure that the icons are infact correctly input into the buttons. Unfortunately, its still not working.

    https://www.sc2mapster.com/projects/abilities-and-upgrades-icon-pack/images

    This is only happening with icons that came from this location. The one seen in this picture is apart of icon pack 20. I wonder if I should speak to Soulfincher about this. More than likely though, I've probably messed up something here.

     

    2. How to add bases in game that function like teammates?

    I should probably know this already. On the test map, I would like to be able to do some game testing with other bases marked as on the same team, but not owned by me. I need to learn how to do this so I can test the win condition without having to upload and find people to test it with each time I want to test it. On the test map I want there to be maybe another ai on the same team as mine that starts the game like a player.

    Posted in: Triggers
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    posted a message on Unfinished project (You may use it or parts of it)

    This looks amazing. It was very nice of you to put this up for others to work on it. Mod/mapmaking can be very time consuming and difficult so I definitely understand.

    Posted in: Project Workplace
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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:

    1-3. Thank you. All of that advice was really useful. 4. I am going to look into it more closely. Probably something I missed.
    I have a few more questions today. Although most of my major questions are in the trigger section.
    1. Megalith moving up and chasms despite being a ground unit
    It does not fly, but what it does not collide with map edges like most units. Under movement, its listed as a ground/air unit with the only collision being flying immobile. When I tried Kerrigan - Void ground/air with only the collision flying immobile, she did not seem to operate any differently. I don't want to remove this capability from the Megalith, but what I want to know is how to replicate it in other ground units.
    2. Infested Tech Labs face different direction each time they are built.
    Each time an infested tech lab is built, it is a random direction each time even though I have specified under the stats facing 225. I wanted to know why this might be happening and what could be done to fix it?
    This is the link to my thread with the majority of the questions.
    Posted in: Data
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    posted a message on A number of questions about Trigger related issues

    There is a number of issues that I've been trying to get resolved that are trigger related and I hoping to gain an understanding of how to do these things properly. I am mostly familiar with creating dialogs and many basic functions of triggers. There is a number of questions to ask, but I am going to start with some of the most important ones. 

     

    *Most Important*

     

    1. Faction Randomization 

    I am making a mod with multiple factions, but what I would like is to understand how to setup randomization between factions should someone forget to pick a faction and possibly eventually allow players to pick a random one. For now though, my main concern is making sure that every active player gets a base should they forget to pick a faction.

    2. Setting up the win conditions properly.

    Currently the win conditions are broken in the mod I am making. Nobody can win, but the game ultimately results in a tie. I wanted to get to the bottom of this. Here is how I have it set up currently:

    1. I have a trigger called cleardefaultmelee units. 

    This trigger runs at the start of the game and disables the melee options as seen in the picture.

    2. I have a timer that adds enables the melee options when it reaches 0

    The game also starts when the timer reaches zero. The faction structures are created prior to the timer finishing.

    For some reason, this setup is not working. This is being done on a mod and not a map for the record. 

    3. Fixing Bug: Extra bases and starting workers sometimes spawning

    The way I have my factions selected is that a player clicks on a dialog and then the starting units have a custom race are created as seen in the picture. I have made absolutely sure that each race is only set to spawn one base and a certain amount of working, but very occasionally players will sometimes start with an extra base and starting workers. For obviously reasons, this can present a lot of problems so it needs to be resolved.

    4. How to properly set the music up. Unexpected bug.

    The way I have the music for each faction set up is that music will is set to start for the player picking the faction, but immediately paused if the timer has not hit 0. It is supposed to unpaused once the timer hits zero, but for some reason this doesn't always happen. Some games the music won't play at all, some games the music takes up 2 minutes to start playing and some it starts immediately. I want to know what would be the proper way to get it working. The picture of the music setup is in 3. Here is a picture of when it is unpaused.

    This is done soon as the timer hits zero for all players.

    5. How to set a trigger to be off by default till activated?

    I felt this might be very important to know. Certain triggers may need to be off by default till ready to be activated. I wanted to know how to do this.

    Posted in: Triggers
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    posted a message on Game Crashes the Moment a Unit Attacks My Custom Adept

    In reply to themetalinvader:

    This has me worried. If the problem lies with the models themselves, then this means that those of us who use lots of important models may need to figure out which models are crashing. My extension to this question, would be: How would we figure out which models are causing the crashing?

    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:

    [Solved] I didn't think it was going to be this easy which is why I was putting this off for such a while. I thought there was numerous effects and other kinds of things involved in making this and it turned out that all I need was a properly set up arm magazine on the right unit. I still have some questions related to it though. I'll get started with the next set of questions:

    1. Distance and Leash?

    I wanted to know what the difference was between the info-distance and basic-leash fields. They seem to function similarly, but I am not quite sure how they differ specifically

    2. Leash Retarget and flags?

    I wanted to know what leash retarget does and what each of the flags recall, ignore, and destroy do for future knowledge in case I might need to use these. Other than these things, I seem to understand the rest of the fields.

    3. Goliath and Thor Launch Points

    I created new Goliath weapons for different types of Goliath's and thors of a different size. What I would like to know now is how to get attach 2 types models on Goliath's and thors as they attack. So far, I have only managed to get them attached to one of their guns at a given time.

    4. Complications with the Primal Hatchery Rally

    This is the original hots primal hatchery. A while ago, I mentioned that I was having some complications with rallies. For the primal hatchery, I have tried using hatchery - rally and set it to worker rally. I made absolutely sure that I was using the same one as the regular hatcheries. When I put this rally button on the hatchery, it is not even clickable. It shows up, but clicking on it does nothing. I wondered if there could be something about the hatchery itself preventing like an ability.

    Posted in: Data
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    posted a message on How do I add options in lobby?

    Hello. I just wanted to thank Mangmury for asking this and Dr.SuperEvil for the answer. I've been trying to figure this out for a while now too!

    Posted in: Data
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