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    posted a message on Minimap - How do I change my unit colour?

    P.S - None of the mini-map toggle buttons help...

    Cheers, Wilmatron

    Posted in: Data
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    posted a message on Minimap - How do I change my unit colour?

    Hey all,

    I really hope you can help me fix this issue that has been bugging me for months.

    For the single player map I am working on the human controlled faction is red. The AI controlled faction is yellow, and these colours reflect on the Units and Structures. Lovely.

    The problem is; when using the mini-map, whilst the AI units are displayed yellow, the human units are green. I'd like them to be red!

    Is there any way of changing the colour of my units as displayed on the mini-map to the same colour as my faction, aka red?

    Thanks, Wilmatron

    Posted in: Data
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    posted a message on Campaign AI intermittently failing to init on map load

    Hi Guys,

    This one has left me scratching my head, and I was wondering if anyone else has had this problem...

    I use the trigger Start Campaign AI for Player X on map initialisation. This allows me to use the AI advanced triggers for "training units" from a barracks etc. The problem is that it is 50/50 whether the campaign AI actually gets initialised on map start.

    For example; I run 'test map' to play the mission... it ignores campaign AI trigger and therefore doesn't train units. I close out and run 'test map' again (without changing anything) and it works! Is this a bug? If so; how can it be fixed? It is quite frustrating because its random as to whether the computer trains units or not.

    Thanks, Wilmatron

    Posted in: Triggers
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    posted a message on "Borrowing" Functions from other dependencies

    Is anyone aware of how I might be able to use the following Function "Add Unit Type to Unit Help Panel <Function> " outside of the (L)iberty (S)tory (C)ampaign dependency file?

    I need to reference it in my own MOD file.

    Cheers,

    Posted in: Data
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    posted a message on Hide [X/X] above the Command Centre?

    Awesome thanks - I can confirm that this has sorted it. Thanks Kab.

    Posted in: Data
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    posted a message on Hide [X/X] above the Command Centre?

    Is there a way to remove the x/x numbers above the Command Centre building and Refinery?

    Thanks, Wilmatron

    Posted in: Data
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    posted a message on "Borrowing" Functions from other dependencies

    I've been doing a little more research and it looks like I need to cut the following function from the (L)iberty (S)tory (C)ampaign dependency file:

    Add Unit Type to Unit Help Panel <Function> and paste it into my own dependency file.

    Any idea how I would do this?

    Regards, W

    Posted in: Data
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    posted a message on "Borrowing" Functions from other dependencies

    Thanks for the reply Joey.

    So anyway; it transpires that the Unit Panel is tied to the (L)iberty (S)tory (C)ampaign dependency. The trouble is when I reference it it conflicts with another dependency which means my custom unit attributes are all wrong!

    So my next question is: Can I cut the part that I need from the LSC dependency and paste it into my own MOD via data editor? If so how can this be achieved? Provided you've got the function (only available in the LSC dependency) you can call which units you want to see via a trigger.

    Thanks, Wilmatron

    Posted in: Data
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    posted a message on "Borrowing" Functions from other dependencies

    Hi Team,

    When play testing the "Raynor02" map of the main Liberty Campaign; I noticed that there was a 'Terran Units' section of the Help menu, under the title 'Liberty Campaign'. When clicking on this it gives you a description of units with a 3D rotating representation of that unit with stats underneath.

    I'm looking to incorporate something like this in my custom map but I cannot see any reference to it in the Data Editor - Game UI (although I've found 'Game Mechanics').

    Could you give me some pointers please?

    Many thanks, Wilmatron

    Posted in: Data
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    posted a message on Force tip on event

    Hello all,

    A few questions regarding tips:

    1. Is there a way that you can trigger a TIP to open by default? Currently it appears as an icon on the right side of the screen with options to left click open and right click dismiss. I'd like to force the TIP onto the player.

    2. Is it possible to attach images to TIPs to accompany text.

    3. When TIPs are open the music soundtrack is paused. Is there a way to prevent the soundtrack from pausing when TIPs are displayed?

    Many thanks for your assistance.

    Regards, Wilmatron

    Posted in: Triggers
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    posted a message on Action on Map Restart

    Hey all,

    I'm trying to find a condition that looks at whether or not my user map has been restarted.

    What I'd like to do is create a TIP on map initialisation if the map has been restarted, due to previous failure.

    Any ideas if this can be achieved?

    PS I am aware you can "push" tips to the loading screen but ideally I'd like a TIP icon to appear in-game.

    Cheers, Wilmatron

    Posted in: Triggers
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    posted a message on Creating a Trigger for created unit

    Nice one Laiev - that's sorted it.

    Thanks for the swift response.

    Cheers, Wilmatron

    Posted in: Triggers
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    posted a message on Creating a Trigger for created unit

    Hi,

    I am trying to create a new trigger in my map that executes an event for when a specific unit / building is created, the barracks to be precise.

    My condition is (created unit) == (XXX) but I am not sure what I need to place into (XXX).

    The barracks is non selectable in [source: value] as it does not exist on the map yet. There is mention of a data table with values you can reference. Is this what I need? If so what is the reference for the barracks?

    Any help would be greatly appreciated.

    Cheers. Wilmatron.

    Posted in: Triggers
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    posted a message on [Library] StarMovie: Play a video inside map

    Hi guys,

    Sorry to bump this thread again but I could use your help, as I've been struggling with this for some time!

    My in-game videos are lagging behind the sound actor. Is it possible to control movie sound actors independently? I think the solution is to manually enable the sound actor to play X seconds into the video, so that both are playing in sync.

    Any help with this would be greatly appreciated.

    Regards, Wilmatron

    Posted in: Trigger Libraries & Scripts
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