I want a button in a dialog to act like the build ability in an scvs' command card.
Like instead of selecting supply depot in the command card I'd have a button in a dialog that I press to build/place the depot wherever.
Anyone know of a way I can do this? I've gone through all the triggers I can think of, when I use issue order it only allows the cancelation of abilities and trainable units not build/placeable units, which I'm looking for.
Okay so I made this trigger which disables the units ability to move and it works but I'd like for it not to create the error 'no unit can handle this command', when I try to move the unit anyway, is there a way to bypass or silence this error?
Okay so I tried using the Bank - Store Unit and Restore Unit, so that part is good but I need to set up a bank file? I opened a bank file in map initialization but I have no idea how banks work and idk what key and sections are.. can you help me with the triggers on setting it up or is there a better way without using a bank file to get the same desired trigger effect.
I am trying to make a trigger that runs an action once you right click a unit. I've messed with the mouse right click function but it doesn't reference any units. How would I go about doing this?
I tried that but for some reason it doesn't work. Are there any other fields I need to edit? I've set the cannot be highlightable flag off and made the same trigger but nothing happens.
Edit: Nevermind I solved it, apparently you need a show dialog trigger haha.
Okay so I have several units on the map, I want a tiny dialog with buttons in the corner to appear and disappear depending on which unit the mouse is hovering over. How would I go about doing this?
Thanks for the quick replies, after a few hours of tedious tearing apart all my triggers I finally found the evil culprit. I was using the wrong trigger for adding the new behavior in. I was using the one with (Player) instead of the normal one. Such a tiny difference makes a huge impact ><"
Okay so I am stumped and will appreciate any help.
I have this trigger for when any unit dies it then grants the killing unit a point on the leaderboard and then replaces the killing units' behavior with a different one depending on how many points you have.
The problem is that when a unit kills more than one unit at the same time it sends me an end of array error for the trigger and does not update the score or behaviors.
What I want is for the trigger to grant the +1 point then change the killing units behavior based on its amount of kills but the second simultaneous unit death is throwing everything off. How do I work around this so that it will trigger the action twice consecutively and not on top of each other?
So I duplicated the Feederling unit to customize it but in game his HP bar hops up and down and once you select him his selection circle will disappear momentarily and return repeatedly with the bouncing HP bar, what is causing this? How do I fix it? Any help appreciated.
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I want a button in a dialog to act like the build ability in an scvs' command card.
Like instead of selecting supply depot in the command card I'd have a button in a dialog that I press to build/place the depot wherever.
Anyone know of a way I can do this? I've gone through all the triggers I can think of, when I use issue order it only allows the cancelation of abilities and trainable units not build/placeable units, which I'm looking for.
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Ah, just found a better way to do it, I just issued the stop order instead of disabling the move ability lol.
I'm guessing you can't remove that specific error text with triggers since its not part of the error panel. Maybe text editor?
Edit: If I wanted to edit or remove that command error text how would I?
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Okay so I made this trigger which disables the units ability to move and it works but I'd like for it not to create the error 'no unit can handle this command', when I try to move the unit anyway, is there a way to bypass or silence this error?
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@willuwontu: Go
Okay thank you very much :D
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@Mille25: Go
So I make array value 8 for 8 players and what of dimensions?
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@Mille25: Go
I did just this and its perfect thank you!
One thing, I set the variable as array but how do I set up the triggering player as array index as you said?
Edit: Oh did you mean Set - Variable[Triggering Player] = (Triggering Unit)?
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@Mille25: Go
Okay so I tried using the Bank - Store Unit and Restore Unit, so that part is good but I need to set up a bank file? I opened a bank file in map initialization but I have no idea how banks work and idk what key and sections are.. can you help me with the triggers on setting it up or is there a better way without using a bank file to get the same desired trigger effect.
Thanks.
0
I am trying to make a trigger that runs an action once you right click a unit. I've messed with the mouse right click function but it doesn't reference any units. How would I go about doing this?
0
@Mille25: Go
I tried that but for some reason it doesn't work. Are there any other fields I need to edit? I've set the cannot be highlightable flag off and made the same trigger but nothing happens.
Edit: Nevermind I solved it, apparently you need a show dialog trigger haha.
0
Okay so I have several units on the map, I want a tiny dialog with buttons in the corner to appear and disappear depending on which unit the mouse is hovering over. How would I go about doing this?
0
Thanks for the quick replies, after a few hours of tedious tearing apart all my triggers I finally found the evil culprit. I was using the wrong trigger for adding the new behavior in. I was using the one with (Player) instead of the normal one. Such a tiny difference makes a huge impact ><"
Thanks again.
0
Okay so I am stumped and will appreciate any help.
I have this trigger for when any unit dies it then grants the killing unit a point on the leaderboard and then replaces the killing units' behavior with a different one depending on how many points you have.
The problem is that when a unit kills more than one unit at the same time it sends me an end of array error for the trigger and does not update the score or behaviors.
What I want is for the trigger to grant the +1 point then change the killing units behavior based on its amount of kills but the second simultaneous unit death is throwing everything off. How do I work around this so that it will trigger the action twice consecutively and not on top of each other?
Thanks ahead of time.
0
So I duplicated the Feederling unit to customize it but in game his HP bar hops up and down and once you select him his selection circle will disappear momentarily and return repeatedly with the bouncing HP bar, what is causing this? How do I fix it? Any help appreciated.