I got the animation already done in 3ds max but I'm wondering how I can make the structure where the unit comes out off force to start an animation that opens a gate. I want to avoid triggers if possible so that it works on multiple maps...
Edit: well damn I'm not suppose to ask questions here my bad!
The setup I use is 3ds max 2011 (+ sc2 art tools). I preview the model and it looks to be working fine. Then I commit the model onto a .sc2mod (dependant mod). I create an arcade map then use the dependencies setting so it reads the sc2mod data. This is where the problem is. It doesn't find anything from sc2mod. Any advice?
okay.. found the problem. Even if the dialog with its items show up you have to "enable them" with
"Dialog - Enable (Last created dialog item) for (All players)".
This confuses me a bit. 'Used dialog item change to any' (I haven't found yet where this 'any' is..) but mainly what confuses me is how do I assign a specific command if I have like 4 buttons. I want each button to have a different outcome.
And I checked it before and the type of storage for the vars are set to Dialog items.
Perhaps it helps to explain the scope of my trigger. When the map initiates I show up a dialog where 4 buttons appear. Each button will allow a player to choose what Unit they will own. Each button will change ownership to the triggering player. After the button is clicked I remove the button for everyone and hide the dialog for the triggering player (to prevent problems).
Using the following condition does not want to work at all. (Used dialog item) == Votebutton1
I've tried that condition within the first condition part and within the IF part.
The reason I've tried the visible condition is because I've read somewhere that the reason that it might not work is that the game is slower than the triggers and so it doesn't see a dialog and in return gives the else state. But that doesn't seem to imply to my problem here..
Everything functions except the "if else then" part.
So once I click a dialog item (button), it gets hidden for all players and then it hides the dialog itself.
However I wanted to have a "if then else" check to let it do a different action depending on which button is pressed. Votebutton1 should trigger a sound & a chat message. But It doesn't it returns the "else" instead. I have tried many conditions ex. only "DialogItem1 = votebutton1". What am I doing wrong here?
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I got the animation already done in 3ds max but I'm wondering how I can make the structure where the unit comes out off force to start an animation that opens a gate. I want to avoid triggers if possible so that it works on multiple maps...
Edit: well damn I'm not suppose to ask questions here my bad!
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NVM I got it to work. I re-done all the steps but inbetween every action I closed the program. Maybe the file gets corrupted when you leave it open.
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hmm not much to add except that I don't publish them but they should work locally I suppose...
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The setup I use is 3ds max 2011 (+ sc2 art tools). I preview the model and it looks to be working fine. Then I commit the model onto a .sc2mod (dependant mod). I create an arcade map then use the dependencies setting so it reads the sc2mod data. This is where the problem is. It doesn't find anything from sc2mod. Any advice?
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@FunkyUserName: Go
Excuse me for my BM :p
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@MaskedImposter: Go
I get what you mean but its a different kind of enable. FunkyUserNarr is spot on..
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okay.. found the problem. Even if the dialog with its items show up you have to "enable them" with "Dialog - Enable (Last created dialog item) for (All players)".
Thanks for the help guys!
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@FunkyUserName: Go
I'm looking/learning through your example map. I just post this to ask for some patience for my slow brain... Until I get it. :p
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@Trieva: Go
This confuses me a bit. 'Used dialog item change to any' (I haven't found yet where this 'any' is..) but mainly what confuses me is how do I assign a specific command if I have like 4 buttons. I want each button to have a different outcome.
And I checked it before and the type of storage for the vars are set to Dialog items.
Perhaps it helps to explain the scope of my trigger. When the map initiates I show up a dialog where 4 buttons appear. Each button will allow a player to choose what Unit they will own. Each button will change ownership to the triggering player. After the button is clicked I remove the button for everyone and hide the dialog for the triggering player (to prevent problems).
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@FunkyUserName: Go
Votebutton1 is indeed a global var. Not sure what you mean. What do you think is the issue?
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@joey101d: Go
@Trieva: Go
Using the following condition does not want to work at all. (Used dialog item) == Votebutton1
I've tried that condition within the first condition part and within the IF part.
The reason I've tried the visible condition is because I've read somewhere that the reason that it might not work is that the game is slower than the triggers and so it doesn't see a dialog and in return gives the else state. But that doesn't seem to imply to my problem here..
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Everything functions except the "if else then" part.
So once I click a dialog item (button), it gets hidden for all players and then it hides the dialog itself.
However I wanted to have a "if then else" check to let it do a different action depending on which button is pressed. Votebutton1 should trigger a sound & a chat message. But It doesn't it returns the "else" instead. I have tried many conditions ex. only "DialogItem1 = votebutton1". What am I doing wrong here?
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This seem to be the same methode the carbot mod uses: https:www.youtube.com/watch?v=Q1Aczzg-N_A
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@DrHu: Go
"doesnt need text tags and doesn't rely on triggers, mostly data"
I'm curious now on how you did that? Care to explain more on how to accomplish this.
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@Knallertton: Go
I am glad I was wrong... And thanks :D