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    posted a message on Action as a Result of This?

    @Quickshot14: Go

    Well sir, it only works if i select a different unit. What about "deselecting" it ( aka: clicking the ground)

    Posted in: Miscellaneous Development
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    posted a message on Referencing attached actors?

    @MaMasToast: Go

    afaik there's currently no way. If you kill/ remove the unit that actor was attached to, it will be killed. Then you can create the unit again ( this time without an attaching actor)

    Posted in: Miscellaneous Development
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    posted a message on Blank Maps

    Localization for custom trigger / variable names. This can also happen with data editor entry. Pretty much everything you could name is localized. Data editor entry has underlying name so it's not a big deal. But trigger do not :(

    Posted in: Miscellaneous Development
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    posted a message on Screen Button Problems

    @stewie-Y: Go

    You dont need an active event for a trigger to have "triggering player". Eg: let your screen button run your trigger when created. Inside the next trigger, use the triggering player to refer only to the player who clicked that button. ( Just think triggering player as the player who make the trigger run )

    Posted in: Miscellaneous Development
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    posted a message on Easily adding new locales

    I think you missed enGB on the component lists

    Posted in: Miscellaneous Development
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    posted a message on 101 "That doesn't sound too difficult..." Projects!

    @redpand: Go

    1. Use a weapon arc with small degree like 5 or so (not sure 0 would work ). That way your turret can only fire in a cone in front of its facing (or a line if 0 ). Lock it facing in place (prevent turning or limit turning to some degree) and it's good to go.

    2. I noticed some people tried to issue order to an invalid target( like on top of itself) and then it will give back control to you ( havnt tested myself). My aproach would be to show a text message after you click button ( please select target) and will build it only after you clicked. Thay way you can get mouse position

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells
    Quote from Unabsurdity: Go

    No triggers were harmed in this production, only the data editor.

    I thought you said no cute zerglings were harmed in the making of this video :D

    Posted in: Project Workplace
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    posted a message on [Bug] Custom dialog (query) result

    I've just trying out the query custom dialog and found this bug. A query custom dialog is a dialog that pop up ask a question yes or no. The trigger look like this

            UI - Display a Query custom dialog with Title "Confirm" and Text "Proceed ?" for (Player group((Triggering player))) (Pause game)
            General - Wait 0.1 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Custom dialog result) == Yes
                Then
                    Actions
                           UI - Display "Yes" for (All players) to Subtitle area
                Else
    

    This one didn't work no matter yes or no is clicked. However, this one work

            UI - Display a Query custom dialog with Title "Confirm" and Text "Proceed ?" for (Player group((Triggering player))) (Pause game)
            General - Wait 0.1 Game Time seconds
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Custom dialog result) == Any
                Then
                    Actions
                           UI - Display "Yes" for (All players) to Subtitle area
                Else
    

    So my guess would be that Any still capture the result correctly however the yes/no answer is not captured. Try the trigger yourself to confirm.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Goon Squad; MY SWEET MAP

    Awesome work. I like that factory hangar :)

    Posted in: Project Workplace
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    posted a message on Give experience to bunkered Hero: Need Help

    @Southpaw444: Go

    Not really sure if it will work but since you said that the the vehicle kill unit instead of hero, he wont gain any exp. Create a veterancy behavior that share EXP (shared radius set to max and fraction to 1) and put it on your vehicle.

    Edit: Or you can use trigger to apply that behavior only when hero entered bunker and remove it when he was out

    Posted in: Miscellaneous Development
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    posted a message on Get mouse position without clicking ?

    @Azkit: Go

    I figured out the hover effect. It's just a dialog button with custom hover image that is already supported. Guess they hide the original button by another dialog image.

    Posted in: Miscellaneous Development
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    posted a message on Monopoly

    @Alcoholix: Go

    Nice work. Looking forward a fully functional release soon. Just one suggestion, how about having Roll Dice button on the screen (visible to player in turn) so player can click it, auto pan camera to the dice, auto roll it, then pan back to show the unit moving, much more convenient.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Fixed 2 bugs and uploaded newer version of spell Portal Gun.

    - Entrance portal will be destroyed if put on top of exit portal, prevent infinite teleport loop.

    - Exit portal is revealed to every player so unit can be teleported directly ( teleport effect cannot teleport without vision - similar to Stalker Blink can only blink near cliff edge, there is currently no field to change that in the effect ) Please tell me if anyone know to make stalker blink without vision.

    @Slypoos: Go

    Quote from Slypoos: Go

    Ahh yes, it seems that the teleporting causes the AI's to return to their leash position. As for the hair, I'm at a loss there's no reason for the model to stretch since it is teleporting. I could understand if it was just moving really fast but i don't think that's the case

    It doesn't really matter though queuing actions for after the portal is not really a big deal I'm sure if you really wanted to do it you could figure out how to fix the AI.

    Never mind, i dont think i needed that.

    Posted in: Project Workplace
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    posted a message on What's the deal with Unit Groups?

    @HeroicPrinny: Go

    Dont use unit count from unit group. It is unreliable and not following a first come first serve basis, and may also varies from time to time (my experience). Use an array of unit instead if you want precise call of an unit. In your case, if your unit group contain only 1 unit, it might be a bug

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells

    @Slypoos: Go

    How exactly did it work ?(mothership's recall dont have queue i guess). I would prefer unit to stop as their route has already been changed. Your change caused a bug in AI that caused enemy unit to run back to their old target before ported (even if it was teleported mile away) and ignore everything in the new position. Some visual glitch like zealot's hair leaving a trail across the map (all other model particles)

    Posted in: Project Workplace
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