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    posted a message on [solved] UI - Custom Health Wireframe Value?

    I got help on the discord, so this is solved

     

    There is a way to reference a unit's vitals and vital bars using frame type "UnitStatusHealthBar" and then hooking it up to a unit status bar frame in the trigger editor

    Posted in: UI Development
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    posted a message on [solved] UI - Custom Health Wireframe Value?

    In case anyone's confused by what I'm asking. I'm asking about hooking up a unit's vitals to custom UI. I'm very sure it's possible, just can't seem to figure it out :(

    Posted in: UI Development
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    posted a message on [solved] UI - Custom Health Wireframe Value?

    So I'm working on an extensive custom UI and would like the unit status values near the wireframe of the unit to display in a different spot / different order instead of the usual

     

    shield

    health

    energy

     

    I'm trying to do

     

    health            Shield

    cargo_used   Energy

     

    I've noticed I can't overwrite the life anchor, so I've created new labels that I can move around.

     

    The issue is, how do I hookup the vitals to these new labels?

    Posted in: UI Development
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    posted a message on (Solved) Is it possible for an attached actor to give properties to it's host?

    I am going to have to use it after all, the lighting is so annoying...almost as much as missiles.

    Yes this is solved, thanks

    Posted in: Data
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    posted a message on (Solved) Is it possible for an attached actor to give properties to it's host?

    Thanks again dr evil, I ended up getting a light set I was happy with, after hours of tweaks, but I'm sure that _Unit reference will come in handy plenty of times :D

    Posted in: Data
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    posted a message on (Solved) Is it possible for an attached actor to give properties to it's host?

    Ah, thanks! Know how to do that now. I've realized that even with that, it's not really a viable solution since I'd then have to create a whole slew of behaviors / effects for shinning light on said object... which I might still have to do, but for now I"m going to keep trying the lighting editor to get the desired effects.

    Posted in: Data
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    posted a message on (Solved) Is it possible for an attached actor to give properties to it's host?

    Just connect a simple type actor with the behavior and actors attached to the unit with the behavior will exhibit those simple type actor properties?

    In terms of the opacity, I'm just looking for a shortcut to add 1 actor to 1 behavior instead of changing every unit actor to exhibit the properties when the behavior is applied

    Posted in: Data
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    posted a message on (Solved) Is it possible for an attached actor to give properties to it's host?

    So I'm playing around with lighting at night, and I have certain effects that emit a light, and in order to keep that where I want it to be, I have certain settings set in lighting.

     

    The problem is, certain models still show very brightly, and I want to dim them down. Right now I have a working set of events on those actors that change the opacity so they're not so bright (a behavior sets off those events)

     

    What I'm curious about, is whether or not I can just have a separate actor attached to the behavior that does the same effect so I don't have to add those events to every actor. What I mean is, I want to attach an actor to that behavior, so that any unit with that behavior changes opacity when it has it. Anyone know if that's possible? - for an actor attached to a behavior to give properties to a unit actor?

    On slightly different note, does anyone know if it's possible to change the diffuse / specular / emissive lighting of only a specific unit? Otherwise I'll just keep using opacity.

    Posted in: Data
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    posted a message on [Solved] Need Help Removing Trigger Created Doodads

    Swweeet. Figured it out. I was trying to put the created models (since they are created as a model) into a model variable or an actor variable under game link, and I couldn't reference it because those values are the type, not the unit itself. I couldn't figure that out at first, so that's why I gave up on it. But now I figured out I can save those created doodads via actor variables (not under gamelink) using the 'last created actor' function.

    With that, I'm referencing them via for loop and sending an actor message of 'destroy' when I want to remove them.

    This thread is SOLVED.

    Posted in: Triggers
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    posted a message on [Solved] Need Help Removing Trigger Created Doodads

    Interesting, maybe there is some hidden flag type that makes it a "doodad". Were these trees of yours produced via trigger? That may be the deciding factor for that.

    Idk, I'll try actor messaging again.

    Posted in: Triggers
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    posted a message on [Solved] Need Help Removing Trigger Created Doodads

    Anyone know anything about removing trigger created doodads?

    Posted in: Triggers
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    posted a message on [Solved] Setting player race in map initializtion

    Or you can go into player properties.

    Posted in: Triggers
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    posted a message on Right Click Unit Trigger

    If you are trying to get it so while having a unit selected, it performs an ability with a right click, you can use smart commands. It takes a little bit of configuration but you'll have a more efficient result.

    Posted in: Triggers
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    posted a message on Command Error

    Open the text editor (it's under modules), make sure the text column is selected (to make searching easier) and type in 'No units' and scroll until you find 'No units can handle that command'

    This will change the text, via text editor. Silencing the error can be done on a personal level, in game options.

    There would be other ways of doing it, but with disabling the move command via trigger, and not through a validator, I don't see another way. Validators have a value 'Failure Result', which connects to the text that you can find in the text editor, as well as a sound.

    Posted in: Triggers
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    posted a message on Trigger Toggle for Triggering Player

    There is also such a thing as 'Action Definitions' which basically run like any other action, with input parameters.

    To Use one, right click under your list of triggers, go to 'New >' and go to new action definition. From there, configure what kind of parameters you want, which are basically like variables that work for this specific action. Then you go to the trigger you want to call the action, find your action in the action list and put it in. In the ( ), you put your parameters you want to pass off to the action.

    Here's an example:

    This is your action definition

    Quote:

    Spawn Marine

    Options: Action

    Return Type: (None)

    Parameters

    Triggering Player = 0 <Integer>
    Unit = No Game Link <Game Link - Unit>

    Grammar Text: Spawn Marine(Triggering Player, Unit)

    Hint Text: (None)

    Custom Script Code

    Local Variables

    Actions

    Unit - Create 1 Unit for player Triggering Player at Spawn facing 270.0 degrees (No Options)

    And this is your trigger:

    Quote:

    Make Marine for player

    Events

    Local Variables

    Conditions

    Actions

    Spawn Marine(1, Marine)
    Spawn Marine(2, Ghost)
    Spawn Marine(3, Banana)

    In this example, the trigger (named 'make marine for player') spawns a marine for player 1, a ghost for player 2, and a banana for player 3. In the ( ), I have an Integer and a Unit Type as the parameters, so to call it, I put the player number in for the integer and a unit type in for the unit, and the action will create that unit for that player.

    You can of course, use this to pass 'triggering player' to an action, which would act like a trigger just for that player.

    Posted in: Triggers
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