My friend asked me to come on here for this. He created a shop, but whenever people buys something from the shop, the item would fall onto the floor instead of going straight into the inventory. Is there a fix for this?
The issue is that currently I don't know what's the size of the doodad that it's supposed to take up, so I don't know if I have too much in one spot or too little :X
Uhhh, what the heck guys?
Timer duration is an included function in SC2. It returns a real value, not an integer. If you really need an integer, use a conversion.
lol, that method "technically" works under some working. However, does anyone know how to get that particular timer duration to be setted into a variable? I don't like to stare at a large trigger :\
Nah it's not for looks. I am trying to use it to carry on a timer that was left in the previous game into the bank. I am very sure there should be a way to do this.
Is it possible I can get the integer value left remaining in the timer? I've tried making a variable for it, found one in the - Preset, Timer Duration. I can't seem to figure out how to use it to pull a timer's duration though since there's no functions in it other than a preset "Infinite".
So I made a screen button in my map that is used to save a bank. I've only made one action to make the screen button at the map initialization. This button is shown after only when the player loaded the bank through a dialogue. For some reason when I am pressing the screen button, the trigger seems to be firing twice (indicated by my UI text appearing twice when there's only one of that action). Does anyone know why it could be firing twice?
Can anyone help me figure out why this trigger won't fire? It works when I force it to fire through another trigger, but then it doesn't work as intended.
Basically, what's happening here is if a unit steps on this circular region (which is wired into a variable because there are going to be many buildings, but currently it does not have an array, as it's just one building), a dialogue pops up and ask if they want to enter the building or not.
Entry Dialogue
Events
Unit - Any Unit Enters (Region(Any Region))
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering region) == Building Entries
((Triggering unit) is in Building Entries) == true
Then
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set BuildingEntryDialogue = (Last created dialog)
Dialog - Set title of BuildingEntryDialogue to "Enter Building?"
Dialog - Create a button for dialog BuildingEntryDialogue with the dimensions (200, 50) anchored to Center with an offset of (-50, 0) setting the tooltip to "Does not make the unit enter the bu..." with button text "No" and the hover image set to ""
Variable - Set BuildingEntryReply[0] = (Last created dialog item)
Dialog - Create a button for dialog BuildingEntryDialogue with the dimensions (200, 50) anchored to Center with an offset of (50, 0) setting the tooltip to "Makes the unit enter the building." with button text "Yes" and the hover image set to ""
Variable - Set BuildingEntryReply[1] = (Last created dialog item)
Variable - Set MoveThisUnit = (Triggering unit)
Dialog - Show BuildingEntryDialogue for (Player group((Triggering player)))
Else
Dialog - Show BuildingEntryDialogue for (Player group((Triggering player)))
I've tried taking out that action in the Else, but it won't fire. I also took out the conditions in the if's but it still won't fire. Anyone got any idea?
Okay so I have a small dilemma of not knowing how to do this.
What I am trying to do is to create many safe zones in my map, for certain unit types.
Both of these are already in arrays. I have 6 Safe Zones (Array1[5]) and 16 certain unit types (Array2[15]) I'd like to be kept inside these safe zones. If they leave, they would die. How would I go about it?
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My friend asked me to come on here for this. He created a shop, but whenever people buys something from the shop, the item would fall onto the floor instead of going straight into the inventory. Is there a fix for this?
0
@gizmachu: Go
The issue is that currently I don't know what's the size of the doodad that it's supposed to take up, so I don't know if I have too much in one spot or too little :X
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Is there a way to somehow create rain on the entire map without putting down 10000 doodads?
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You can separate it with a condition: button 1 == used dialog item
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:X NUUUUUUUUUUUUUUUUUUUUU, But thanks!
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@BasicGear: Go
lol, that method "technically" works under some working. However, does anyone know how to get that particular timer duration to be setted into a variable? I don't like to stare at a large trigger :\
0
Nah it's not for looks. I am trying to use it to carry on a timer that was left in the previous game into the bank. I am very sure there should be a way to do this.
0
Is it possible I can get the integer value left remaining in the timer? I've tried making a variable for it, found one in the - Preset, Timer Duration. I can't seem to figure out how to use it to pull a timer's duration though since there's no functions in it other than a preset "Infinite".
0
So I made a screen button in my map that is used to save a bank. I've only made one action to make the screen button at the map initialization. This button is shown after only when the player loaded the bank through a dialogue. For some reason when I am pressing the screen button, the trigger seems to be firing twice (indicated by my UI text appearing twice when there's only one of that action). Does anyone know why it could be firing twice?
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Apparently:
Unit - Any Unit Enters (Region(Any Region))
Does not function correctly. It doesn't actually register anything touching any regions.
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@Fellius:
Actually it states in the event to use "Triggering Player" to get the player controlling the "Triggering Unit",
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Can anyone help me figure out why this trigger won't fire? It works when I force it to fire through another trigger, but then it doesn't work as intended.
Basically, what's happening here is if a unit steps on this circular region (which is wired into a variable because there are going to be many buildings, but currently it does not have an array, as it's just one building), a dialogue pops up and ask if they want to enter the building or not.
Entry Dialogue
Events
Unit - Any Unit Enters (Region(Any Region))
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Triggering region) == Building Entries
((Triggering unit) is in Building Entries) == true
Then
Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
Variable - Set BuildingEntryDialogue = (Last created dialog)
Dialog - Set title of BuildingEntryDialogue to "Enter Building?"
Dialog - Create a button for dialog BuildingEntryDialogue with the dimensions (200, 50) anchored to Center with an offset of (-50, 0) setting the tooltip to "Does not make the unit enter the bu..." with button text "No" and the hover image set to ""
Variable - Set BuildingEntryReply[0] = (Last created dialog item)
Dialog - Create a button for dialog BuildingEntryDialogue with the dimensions (200, 50) anchored to Center with an offset of (50, 0) setting the tooltip to "Makes the unit enter the building." with button text "Yes" and the hover image set to ""
Variable - Set BuildingEntryReply[1] = (Last created dialog item)
Variable - Set MoveThisUnit = (Triggering unit)
Dialog - Show BuildingEntryDialogue for (Player group((Triggering player)))
Else
Dialog - Show BuildingEntryDialogue for (Player group((Triggering player)))
I've tried taking out that action in the Else, but it won't fire. I also took out the conditions in the if's but it still won't fire. Anyone got any idea?
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Thanks guys.
So there's no easy way of making the game check for all unit types and all region all at once? Cause I have a messy trigger that actually works.
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Okay so I have a small dilemma of not knowing how to do this.
What I am trying to do is to create many safe zones in my map, for certain unit types.
Both of these are already in arrays. I have 6 Safe Zones (Array1[5]) and 16 certain unit types (Array2[15]) I'd like to be kept inside these safe zones. If they leave, they would die. How would I go about it?
0
bump
Anyone know how to find unit type?