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    posted a message on Pokemon-style game with SC2 Units + Full Banking

    @jaminv: Go

    Hey I never actually did start working on my rpg again. The mapspace is too limited. I can't fit the original world and feel no motivation to do only part of what I intended. Is multiple maps possible or will it ever be? Sorry to keep necroing your thread. And goodluck on your map!

    Posted in: Project Workplace
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    posted a message on [Library] getResolution

    I've got this working in a project right now. Good stuff, thank you.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Pokemon-style game with SC2 Units + Full Banking

    Hey took a five month break from mapping for moving a new job and such. Coming back to it now. Wondering if you're still progressing. My last working date before TODAY on my map was 28/12/2011. Does anyone know of any new projects similar to this? I'm curious to see mapster progression in RPG maps. I've seen very cool beta previously. Did those zelda maps ever get finished? I know this is probably the wrong place for all these questions, but at the same time, Pocket Warriors? Will it happen? *continues work on pokemon red/blue replica*

    Posted in: Project Workplace
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    posted a message on Trigger error. Help with dialog detection and ending a repeat.

    This is the arrow and it bliping.

            Dialog - Create a Image for dialog (Last created dialog)
            Dialog - Set (Last created dialog item) size to (24, 18) for (All players)
            Dialog - Move (Last created dialog item) to (30, 34) relative to Bottom Right of dialog for (All players)
            Dialog - Set (Last created dialog item) image to chatarrow.dds for (All players)
            Variable - Set chatarrow[(Triggering player)] = 1
            Variable - Set busybox[(Triggering player)] = (Last created dialog)
            General - Repeat (Actions) forever
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            chatarrow[(Triggering player)] == 0
                        Then
                            General - Break
                        Else
                            Dialog - Hide (Last created dialog item) for (All players)
                            General - Wait 1.0 Game Time seconds
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    chatarrow[(Triggering player)] == 0
                                Then
                                    General - Break
                                Else
                                    Dialog - Show (Last created dialog item) for (All players)
                                    General - Wait 1.0 Game Time seconds
    

    Then this is the destroy it and set back. [it's int not boolean right now was toying]

            Dialog - Destroy busybox[(Triggering player)]
            Variable - Set busybox[(Triggering player)] = No Dialog
            Variable - Set chatarrow[(Triggering player)] = 0
            Variable - Set busy[(Triggering player)] = False
    
    Posted in: Triggers
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    posted a message on Trigger error. Help with dialog detection and ending a repeat.

    Thank you all. Helral, I'm not sure if I tried exactly that but it seems the editor didn't like it either way.
    I ended up going with the global boolean. [which I swear I tried as well] but I must have been using a variable that way already being touched at the time.

    I did run into a second problem, however. Which is some of my NPCs chat for multiple dialogs and the second page of dialong [using the same action definition] would set the same boolean again and cause the error. I'm going to try making it an array or something. Thanks again.

    EDIT: When I run the trigger to destroy the dialog, it sets the boolean, then runs an action that sets the boolean back. Do I have to make this a separate trigger in order for it to properly end the repeat?

    Posted in: Triggers
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    posted a message on Need to know what this is called please. [picture attached]

    That little opaque one is the selection circle? It naturally appears on some units [mostly air?] all the time. Some units just don't have it. Both units marked selectable and unselectable can have it. .~ Is there a flag [or something else] to turn it on and off? Thank you all for your quick replies.

    EDIT: I tried a quick look around and thought it was in the model somewhere. But I have two units using the same model and one has it and one doesn't.

    Posted in: Data
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    posted a message on Need to know what this is called please. [picture attached]

    The yellow circle, green on your units, and red on hostile I imagine. How do I add and remove it from units? Is there a way to change the color? Thank you in advance.

    Da piccah.~*

    Posted in: Data
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    posted a message on how to stack buildings

    @AreYouScared: Go

    Changing the radius and separation radius will let you place them overlapping.
    I can't seem to get them right on top of each other.

    Posted in: Triggers
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    posted a message on Trigger error. Help with dialog detection and ending a repeat.

    Can't figure out how to write this not to error.

            Variable - Set busybox[(Triggering player)] = (Last created dialog)
            General - Repeat (Actions) 999 times
                Actions
                    General - If (Conditions) then do (Actions) else do (Actions)
                        If
                            ((Last created dialog) is visible for (Triggering player)) == True
                        Then
                            Dialog - Hide (Last created dialog item) for (All players)
                            General - Wait 1.0 Game Time seconds
                            General - If (Conditions) then do (Actions) else do (Actions)
                                If
                                    ((Last created dialog) is visible for (Triggering player)) == True
                                Then
                                    Dialog - Show (Last created dialog item) for (All players)
                                    General - Wait 1.0 Game Time seconds
                                Else
                                    General - Skip remaining actions
                        Else
                            General - Skip remaining actions
    

    When I destroy the dialog it can't tell if it's visible and gives me "Could not get 'triggerDialog' from parameter in 'DialogIsVisible' (value: 25)"
    How could I rewrite this so when the dialog is destroyed it gives up.

    Posted in: Triggers
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    posted a message on [Trigger Error]Dialog Buttons, Images and Tooltips

    http://www.hiveworkshop.com/forums/starcraft-ii-editor-help-zone-647/strange-trigger-error-no-documentation-206649/

    There's a post in that thread about triggercontrol and an explanation of the meaning.
    Hopefully this helps us figure it all out.

    "'DialogControlSetPropertyAsBool'" is mine, the only Boolean value I have set is global and not a dialog piece.

    EDIT: I've solved my problem.

    Scratch that. I still get the same error. I have no idea what this bool might refer to.

    EDIT2: DURRRRR.
    Okay so the bool was the visible value of the button I was blinking with show/hide. When talking to an NPC with more than one page of text you remain busy and so the button on the last page is trying to blink. I should be able to fix this with a skip remaining actions or something.

    Posted in: Triggers
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    posted a message on [Trigger Error]Dialog Buttons, Images and Tooltips

    I am getting this same error for a function that works for me as well. My function creates a dialog, 7 images, a button and a label. It sets one value to false, but that's working. No idea. Hope we can get someone to clarify. Back to google for me.

    Posted in: Triggers
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    posted a message on Help with custom unit model

    I've been looking for this as well, I know I've seen it on the forums before but I can't find it now. Sad to see this never got answered last year.

    Posted in: Data
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    posted a message on Uncommandable but still able to use abilities by the player

    You can remove the functionality of smart click with

    UI disable smart click for [player].

    You won't be able to attack or move with the mouse. All of your abilities should still work including move. If you leave move on your command card you can hit M and click to move. You can remove the hotkey and hide the button if you dont want it. You'll still be able to issue orders if you want to move the unit.

    Hope this helps!

    Posted in: Data
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    posted a message on Sounds Disappearing?

    I create new sounds, try to save, it fails. I save as. SUCCESS! I can even use the sound links in triggers and test the map and hear them working. Only after I reload the editor, they're all gone! Ahhhhh. I've only gotten three sounds into my map and now all my new sounds created with "Add Sound.." are overwriting my existing ones...

    Please help.

    EDIT: Now getting this error on load. Error (XML: not well-formed (invalid token)) occurred while loading Sounds from game data file 'Base.SC2Data\GameData/SoundData.xml'

    EDIT2: The error was caused by a corrupt sound that i removed. I'm still having the problem where I can only save sometimes, and even when it does the data is lost when i reload. I at some point successfully added one more sound. But I cannot do it again.

    EDIT: Going to rip my hair out. This doesn't even make sense.

    Posted in: Data
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    posted a message on Chrono Triggercraft!

    Hillarious that Map responded to a necro post 28 days later. [Pardron mine own.]

    Posted in: Project Workplace
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