Hmm, I tried, but I don't seem to be able to follow this.
I create the global variable, name it "Revealers", set it to "Revealer", check the array box - so far so good.
But what now? When I use the trigger "Visibility - Create a visibility revealer for player 1 within Area" I can't see a way to reference to the created global variable. I guess I'm totally on the wrong path?
edit: Ah okay, set variable... okay, let's try this - though I'm still not quite sure about it.
Hmm, I feel rather silly for not being able to figure this out, but:
Say I want Player 1 and Player 2 to be able to see the WHOLE map until a trigger has been called. How do I do it? I can only figure it out for Player 1 since I can only destroy revealers for "last created revealer" - even if I create variables for revealers, I cannot reference them when creating one.
Trying to change a specific doodad model to another one (already in the game). However the new model does not display on it's standard animation (stand), thus it only displays when I set it to another animation using a trigger. That works, but it would be so much more help if I actually saw the model in the editor, so I can place it correctly without having to load the map all the time to check if it's placement is okay.
Is there a way to count how many times a specific trigger has been executed? I don't want to copy it and put it in a row of self executing triggers, because I also need to disable it some times.
Aaah I see. Silly me. Though that doesn't really help me I guess, because I want to apply this to one single enemy unit only. Hmm, I guess ping has to do it then... :/
Some of the Game Variants options break the map - sadly I can't tell you which exactly. To make matters worse, there's no other way of getting rid of this issue now but to completely reset Game Variants and try again (hoping you don't use the ones that break it again).
Trial and Error is the key - and save your map on each step.
I was wondering if that's possible - like in the campaign mission where the infested people attacking your base are being highlighted by red (!) symbols. Is that built-in?
[code]Actor - Kill actor model (Actor connected to (Actor for (*Your Unit*)) via reference "*the alias you gave it*")[/code]
references this:
[code]Actor - Attach *Actor/Model* to Overhead on (*Your Unit*)[/code]
Because I think the kill actor model string you have here can only kill an actor that has been "created" - or stored in a variable (which i can't get to work either) ... sigh
Are you sure they did not have this issue? Normally this can happen when you transfer your map from another editor language version to another - say from German to English. But if you have filled out all your text and didn't leave anything blank, there should be no PARAM/VALUE's being displayed. Or did you use the text editor instead of "hardcode" the strings?
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@Molsterr: Go
Hmm, I tried, but I don't seem to be able to follow this. I create the global variable, name it "Revealers", set it to "Revealer", check the array box - so far so good.
But what now? When I use the trigger "Visibility - Create a visibility revealer for player 1 within Area" I can't see a way to reference to the created global variable. I guess I'm totally on the wrong path?
edit: Ah okay, set variable... okay, let's try this - though I'm still not quite sure about it.
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Hmm, I feel rather silly for not being able to figure this out, but:
Say I want Player 1 and Player 2 to be able to see the WHOLE map until a trigger has been called. How do I do it? I can only figure it out for Player 1 since I can only destroy revealers for "last created revealer" - even if I create variables for revealers, I cannot reference them when creating one.
I don't get this.
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Hey there,
Trying to change a specific doodad model to another one (already in the game). However the new model does not display on it's standard animation (stand), thus it only displays when I set it to another animation using a trigger. That works, but it would be so much more help if I actually saw the model in the editor, so I can place it correctly without having to load the map all the time to check if it's placement is okay.
Any ideas?
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@hddante: Go
Works absolutely flawless, thanks :)
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Wow, thanks to all of you. I'll be integrating that asap and let you know.
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@Callex: Go
Hmm, I'm not too good with variables yet. I can set this up, but how do I make an action that reacts if the counter has reached 3 ?
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@xhatix: Go
Ah sorry, I wasn't specific - I meant count this in a trigger function. You see, I want to do something like this:
< Trigger 1 - has been fired 3 times > then < Run Trigger 2 >
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Is there a way to count how many times a specific trigger has been executed? I don't want to copy it and put it in a row of self executing triggers, because I also need to disable it some times.
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@Gaurus: Go
Aaah I see. Silly me. Though that doesn't really help me I guess, because I want to apply this to one single enemy unit only. Hmm, I guess ping has to do it then... :/
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@ArcadeRenegade: Go
Could you make a screenshot of the setup? I'd really like to follow this, but I can't seem to figure this out :(
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@F4bske: Go
Some of the Game Variants options break the map - sadly I can't tell you which exactly. To make matters worse, there's no other way of getting rid of this issue now but to completely reset Game Variants and try again (hoping you don't use the ones that break it again).
Trial and Error is the key - and save your map on each step.
It sucks, I know... hope they fix that soon.
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I was wondering if that's possible - like in the campaign mission where the infested people attacking your base are being highlighted by red (!) symbols. Is that built-in?
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@JPLetters: Go
This doesn't really work for me. You sure that
[code]Actor - Kill actor model (Actor connected to (Actor for (*Your Unit*)) via reference "*the alias you gave it*")[/code]
references this:
[code]Actor - Attach *Actor/Model* to Overhead on (*Your Unit*)[/code]
Because I think the kill actor model string you have here can only kill an actor that has been "created" - or stored in a variable (which i can't get to work either) ... sigh
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@Namsom: Go
Solved :) Anybody wondering how it's been done, please shoot me a PM and I'll send you the script.
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Are you sure they did not have this issue? Normally this can happen when you transfer your map from another editor language version to another - say from German to English. But if you have filled out all your text and didn't leave anything blank, there should be no PARAM/VALUE's being displayed. Or did you use the text editor instead of "hardcode" the strings?