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    posted a message on How do you prevent a player from spamming a dialog button multiple times before it is disabled?

    If the first solution worked just do:

    Event: A button is pressed

    Condition: AButtonIsPressed[Player] == false

    Action: AButtonIsPressed[Player] = true

    stuff

    AButtonIsPressed[Player = false

    Posted in: Miscellaneous Development
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    posted a message on Creating 'Grass' Doodad

    Reposted from the terrain forum:

    I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.

    Thanks for any help :)

    Posted in: Data
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    posted a message on Legend of Zelda!

    What's with the cloaked mothership following Link oO

    Posted in: Project Workplace
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    posted a message on So.....How are people getting lag-less WASD?
    Quote from zeldarules28: Go

    Well I am thinking it will be diablo style, so therefore the only camera action is "lock camera to unit"....I just want to know if I need to make a new WASD system from the ground up or if I can use my old one..I never tested to see if it was laggy, but I think it would be. I made the system from ONE TWO sc's tutorial lonng ago, but then I refined it to be mutliplayer so its a mess..It might be better if I rebuilt it anyway

    Diablo doesn't use wasd.

    Posted in: Miscellaneous Development
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    posted a message on Creating 'Grass' Doodad

    This might be better off in the Data Editor forum, but I figured people frequenting this forum probably already have this figured out.

    I'm trying to create a "Grass" doodad so that I can place grass where I like instead of using the foliage generator. I've tried creating a new doodad, and setting the model to "Dynamic Grass Bel Shir", but when placed the grass is black (it has no texture). I tried changing "Actor - Texture Sets" to "(Bel'Shir(Jungle))", to no avail.

    Thanks for any help :)

    Posted in: Terrain
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    posted a message on Importing texture with alpha channel

    @Kanaru: Go

    Same problem, the alpha'd out part is still slightly visible =\

    I guess I'll just have to use a different blending mode to get the desired effect for now.

    Posted in: Artist Tavern
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    posted a message on Importing texture with alpha channel

    @Kanaru: Go

    It is. The tga version doesn't work either even if it isn't converting correctly.

    Once again the problem is that the alpha channel seems to work but not entirely. In-game the alpha'd out parts of the image are about 90% transparent, but not fully transparent as I'd like them :P

    I've attached the tga file, perhaps you could take a look and see if there's something wrong :)

    Posted in: Artist Tavern
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    posted a message on Importing texture with alpha channel

    Hey, just a quick question. Is there any special thing you need to do when importing a texture with an alpha channel to get it to work correctly? I'm trying to import an image (it's a glyph) with an alpha channel and it works fine except the alpha'd out parts are slightly visible as if they weren't alpha'd out all the way, even though it displays correctly in photoshop and in the dds conversion tool I use. I've tried importing both as tga and dds and get the same result.

    Thanks.

    Posted in: Artist Tavern
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    posted a message on How to make a map 'wrap around'?

    @ST4RKiLL3R: Go

    Instantly set the camera position (eye, I think) to the other side of the map, just like the unit.

    Posted in: Miscellaneous Development
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    posted a message on Skybox Info

    @depthsofchaos: Go

    I'm confused..what was your previous post about then?

    Posted in: Miscellaneous Development
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    posted a message on Skybox Info

    @depthsofchaos I don't recognize that skybox, but most of them have quirks like not showing if you look below the horizon (the problem you're having). Is it a custom skybox?

    The reason there was no black in my screenshot is that the grey cloudy stuff is actually part of the skybox. That section in your skybox might just be completely missing.

    Posted in: Miscellaneous Development
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    posted a message on Getting the region of overlapping regions

    ^ You're thinking way too hard about it, just make an additional region in the center :P

    Posted in: Miscellaneous Development
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    posted a message on What's the difference between a point and a region?

    Here's a picture:

    Edit: Actually, a point may have a Z coordinate as well.

    Posted in: Miscellaneous Development
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    posted a message on Boundries on a variable

    @Etravex: Go

    After you display the message, set Team1MSG1 to false.

    Posted in: Miscellaneous Development
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    posted a message on Boundries on a variable

    @Etravex: Go

    They're just for example, they have no meaning. He's just showing you the idea of what you have to do, not exactly what you need to do to your variable.

    To address the problem: it doesn't matter if you do the check before or after you set your variable to a value, but make sure you do it immediately before/after. Ex:

    // Check after assigning value to variable
    Set RealVariable = Value
    If RealVariable < 0 Then
        Set RealVariable = 0
    Else If RealVariable > 100 Then
       Set RealVariable = 100
    End If
    
    // -or -
    
    // Check before assigning value to the variable
    If Value < 0 Then
        Set RealVariable = 0
    Else If Value > 100 Then
        Set RealVariable = 100
    Else
        Set RealVariable = Value
    End If
    

    Either one works.

    Posted in: Miscellaneous Development
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