That work is plain awesome! A combination of the power and flexibility of the SC2 editor and the creativity and the talent of the Unconfessional Desgin team.
I raise my hat to your work, it is inspiring and, well, just awesome. I salute thee with the greatest respect, that is a hell of work if I may repeat myself again.
The problem is it's not that simple you see.
First, the requirement is not only an upgrade, there are many nodes (2-3)
Second, I use it as a variable that has 25 arrays, which means I can't just put it directly in since I need to make use of these arrays.
Though I guess if there realy isn't anything I'll have to make 3 variables to be upgrades with arrays and use all of them...
There's probably something somewhere I didn't find to do this, but could someone tell me what I should use to make a condition to checks wether a requirement (from data) is completed or not?
(For example, if I have a requirement that is completed if I at least have one barracks, how can I make a condition that checks if that requirement is complete) Note that I can't use anything to check if I have a barracks on the field instead.
It is a gamelink variable and I don't understand where I'm supposed to make a conversion to a string...
And thats not realy the answer to my question since the thing is I don't have any idea of what to write: which was the reason of my question (I'm talking about the whole line)
Ok Ive been working on this sine about 3 hours and cant seem to work out something to be an equivalent of:
Actor - Send message "PortraitCustomize (Portrait Model)" to actor (Actor)
from regular trigger-editing...
The reason I absolutely need it in script is that I need my (portrait model) to be a variable and same for my (actor).
Or perhaps this simply isn't the right action? I would realy like to know how to do this otherwise.
(Im looking to change the portrait for the actor of my unit in-game using a variable for the portrait model)
I tried and it still doesnt seem to work but I found a way to do what they were intended for using a button instead so i guess I just give up :/ thanks anyways
Sorry to double post :( but now I'm getting very angry!
You see, I decided to try another attempt myself afterwards using another way and, well, it failed but I simply don't understand why!
Can someone with more experience than me find my mistake and help the noobish person I am?
Here was my new attempt:
Checkbox Unchecker
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Checked
Local Variables
Checked Box = No Dialog Item <Dialog Item[14]>
Conditions
(Dialog containing (Used dialog item)) == My Dialog
Actions
Dialog - Set Checked Box[(Triggering player)] to Unchecked for (Player group((Triggering player)))
Variable - Set Checked Box[(Triggering player)] = (Used dialog item)
This should theoricly be unchecking the previous checkbox that was checked by the player and set the checked box as the new checked box, as simple as that but why isn't it working? This time, theres simply nothing that happens I just end up with two checked boxes.
I've encountered a strange problem while making a trigger to uncheck all checkboxes in a dialog other than the one that was checked. I don't know if there's another way to do this, but I thought I could do something like so to do the job:
Checkbox Unchecker
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Checked
Local Variables
Loop Control = 0 <Integer>
Checked Box = No Dialog Item <Dialog Item>
Conditions
(Dialog containing (Used dialog item)) == My Dialog
Actions
Variable - Set Checked Box = (Used dialog item)
General - For each integer Loop Control from 1 to 6 with increment 1, do (Actions)
Actions
Dialog - Set Dialog Checkbox[Loop Control] to Unchecked for (Player group((Triggering player)))
Dialog - Set Checked Box to Checked for (Player group((Triggering player)))
But strangely as soon as I checked a box the trigger would seem to glitch and inceasingly repeat over and over.
So I thought maybe it had something to do with the loop bugging and running non-stop so I changed the loop to:
General - For each integer Loop Control from 1 to 6 with increment 1, do (Actions)
Actions
Dialog - Set Checkbox[Loop Control] to Unchecked for (Player group((Triggering player)))
General - If (Conditions) then do (Actions) else do (Actions)
If
Loop Control == 6
Then
General - Break
Else
Dialog - Set Checked Box to Checked for (Player group((Triggering player)))
For more precision, the variable Checkbox[array] was set in the initialization so each array is one of the 6 checkboxes in the dialog
There's probably something somewhere I didn't find to do this, but could someone tell me what I should use to make a condition to checks wether a requirement (from data) is completed or not?
(For example, if I have a requirement that is completed if I at least have one barracks, how can I make a condition that checks if that requirement is complete) Note that I can't use anything to check if I have a barracks on the field instead.
The reason to this is that in my trigger "Init - Set variables", I have an action that sets variables with arrays like so: "Set [Requirement 1][1] to (Game Link)", and then I have a loop that uses the arrays to set depending on the array. (I would need something like "[Requirement 1][Active Selection] is complete = true" or so, where [Active Selection] is an integer. Im fine for that part, I just need the {Requirement} is complete = true .
I dont understand...
You do know that the wireframes are in grayscale right? The game itself changes the color to correspond with the health/shield color. Problem is I don't know where that color is hidden...
Hi, I'm currently working on a model of mine that should act as a shield (like protoss shields) but instead of being blue, its orange. To fit with this, I want to changemy unit's shield color to orange ( Shield amount / Max shield) I saw a field for this, but it only changes the bar's color overhead my unit. In the HUD, it still displays the amount in blue, and the bar under the hero icon as well. Also, while we're at it, I'd like to change the color for the shield wireframe as well.
No matter how awckward this is and how stupid it makes me feel, while typing actualy why I couldn't use a periodic event to do this made me realise that by making one for each upgrade would actualy allow me to do this! xD thanks for making me think! :)
0
Jesus Christ!
That work is plain awesome! A combination of the power and flexibility of the SC2 editor and the creativity and the talent of the Unconfessional Desgin team.
I raise my hat to your work, it is inspiring and, well, just awesome. I salute thee with the greatest respect, that is a hell of work if I may repeat myself again.
0
@obliviron
That may sound like what Im looking for...
Could you be any more precise? I dont know what that command is actualy... :P
0
The problem is it's not that simple you see.
First, the requirement is not only an upgrade, there are many nodes (2-3)
Second, I use it as a variable that has 25 arrays, which means I can't just put it directly in since I need to make use of these arrays.
Though I guess if there realy isn't anything I'll have to make 3 variables to be upgrades with arrays and use all of them...
0
There's probably something somewhere I didn't find to do this, but could someone tell me what I should use to make a condition to checks wether a requirement (from data) is completed or not?
(For example, if I have a requirement that is completed if I at least have one barracks, how can I make a condition that checks if that requirement is complete) Note that I can't use anything to check if I have a barracks on the field instead.
0
It is a gamelink variable and I don't understand where I'm supposed to make a conversion to a string...
And thats not realy the answer to my question since the thing is I don't have any idea of what to write: which was the reason of my question (I'm talking about the whole line)
0
BUMP
I realy need a condition to check wether a requirement is complete or not...
0
Ok Ive been working on this sine about 3 hours and cant seem to work out something to be an equivalent of:
Actor - Send message "PortraitCustomize (Portrait Model)" to actor (Actor)
from regular trigger-editing...
The reason I absolutely need it in script is that I need my (portrait model) to be a variable and same for my (actor).
Or perhaps this simply isn't the right action? I would realy like to know how to do this otherwise.
(Im looking to change the portrait for the actor of my unit in-game using a variable for the portrait model)
0
I tried and it still doesnt seem to work but I found a way to do what they were intended for using a button instead so i guess I just give up :/ thanks anyways
0
Sorry to double post :( but now I'm getting very angry!
You see, I decided to try another attempt myself afterwards using another way and, well, it failed but I simply don't understand why!
Can someone with more experience than me find my mistake and help the noobish person I am?
Here was my new attempt:
Checkbox Unchecker
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Checked
Local Variables
Checked Box = No Dialog Item <Dialog Item[14]>
Conditions
(Dialog containing (Used dialog item)) == My Dialog
Actions
Dialog - Set Checked Box[(Triggering player)] to Unchecked for (Player group((Triggering player)))
Variable - Set Checked Box[(Triggering player)] = (Used dialog item)
This should theoricly be unchecking the previous checkbox that was checked by the player and set the checked box as the new checked box, as simple as that but why isn't it working? This time, theres simply nothing that happens I just end up with two checked boxes.
0
I've encountered a strange problem while making a trigger to uncheck all checkboxes in a dialog other than the one that was checked. I don't know if there's another way to do this, but I thought I could do something like so to do the job:
Checkbox Unchecker
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Checked
Local Variables
Loop Control = 0 <Integer>
Checked Box = No Dialog Item <Dialog Item>
Conditions
(Dialog containing (Used dialog item)) == My Dialog
Actions
Variable - Set Checked Box = (Used dialog item)
General - For each integer Loop Control from 1 to 6 with increment 1, do (Actions)
Actions
Dialog - Set Dialog Checkbox[Loop Control] to Unchecked for (Player group((Triggering player)))
Dialog - Set Checked Box to Checked for (Player group((Triggering player)))
But strangely as soon as I checked a box the trigger would seem to glitch and inceasingly repeat over and over.
So I thought maybe it had something to do with the loop bugging and running non-stop so I changed the loop to:
General - For each integer Loop Control from 1 to 6 with increment 1, do (Actions)
Actions
Dialog - Set Checkbox[Loop Control] to Unchecked for (Player group((Triggering player)))
General - If (Conditions) then do (Actions) else do (Actions)
If
Loop Control == 6
Then
General - Break
Else
Dialog - Set Checked Box to Checked for (Player group((Triggering player)))
For more precision, the variable Checkbox[array] was set in the initialization so each array is one of the 6 checkboxes in the dialog
0
There's probably something somewhere I didn't find to do this, but could someone tell me what I should use to make a condition to checks wether a requirement (from data) is completed or not?
(For example, if I have a requirement that is completed if I at least have one barracks, how can I make a condition that checks if that requirement is complete) Note that I can't use anything to check if I have a barracks on the field instead.
The reason to this is that in my trigger "Init - Set variables", I have an action that sets variables with arrays like so: "Set [Requirement 1][1] to (Game Link)", and then I have a loop that uses the arrays to set depending on the array. (I would need something like "[Requirement 1][Active Selection] is complete = true" or so, where [Active Selection] is an integer. Im fine for that part, I just need the {Requirement} is complete = true .
0
bump!
0
I dont understand...
You do know that the wireframes are in grayscale right? The game itself changes the color to correspond with the health/shield color. Problem is I don't know where that color is hidden...
0
Hi, I'm currently working on a model of mine that should act as a shield (like protoss shields) but instead of being blue, its orange. To fit with this, I want to changemy unit's shield color to orange ( Shield amount / Max shield) I saw a field for this, but it only changes the bar's color overhead my unit. In the HUD, it still displays the amount in blue, and the bar under the hero icon as well. Also, while we're at it, I'd like to change the color for the shield wireframe as well.
Thanks in advance for a reply
0
No matter how awckward this is and how stupid it makes me feel, while typing actualy why I couldn't use a periodic event to do this made me realise that by making one for each upgrade would actualy allow me to do this! xD thanks for making me think! :)