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    posted a message on "Set facing" interrupts abilities?
    Don't think it interrupts the actual ability, just stops the animation of channeling.
    Posted in: Triggers
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    posted a message on Spawning units not attacking/moving to point
    Put this: Unit - Create 3 Zombie (From Terran Infestation Rupture) for player 15 at Point 003 using point facing (No Options) In the front of your trigger. Change Map Init event to Elapsed time - 0.0 GAME TIME (Prevents desyncs). Also this: Unit Group - Add (Last created unit) to Unit Group Zombie Is inside the loop ten times action. Move it out, since it does not do anything after the first run. For your enemy triggers, make a loop like this: Pick Each Player in active players and do actions Actions - Player - Make Picked Player and Player 15 treat each other as enemy What is the point of having actions repeat 60 times? They do exactly the same thing.
    Posted in: Triggers
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    posted a message on [Resolved] Which trigger event detects behaviors?
    Make a new attribute that does absolutley nothing, then give it to every unit you might want tracked. Now give the buff you are tracking the effect to apply +1 of the attribute you just made to a unit. Then use the attribute event.
    Posted in: Triggers
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    posted a message on Button Variations
    How do you create the diagonal buttons that blizzard uses? Creating a Button Dialog Item creeates a default "square" one. By diagonal i mean like this: ________ /______/ instead of _________ |________|
    Posted in: Triggers
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    posted a message on Set/Change Player Name
    Is it possible?
    Posted in: Triggers
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    posted a message on Trigger Execution Help
    Thanks a ton guys! Was gonna give up on .galaxy because i thought events were disabled. Last question, how do i use the code syntax on this website? Eg: The color syntax that people use when they post galaxy code.
    Posted in: Galaxy Scripting
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    posted a message on Trigger Execution Help

    Nevermind, finally figured out that custom script can't have events.. great

    Posted in: Galaxy Scripting
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    posted a message on Trigger Execution Help
    I just started coding in galaxy, and decided to view script of a basic gui trigger (Map init event, display message TEST1). However, I don't know which part of the code actually executes the event. bool gt_MeleeInitialization_Func (bool testConds, bool runActions) { // Actions if (!runActions) { return true; } UIDisplayMessage(PlayerGroupAll(), c_messageAreaSubtitle, StringExternal("Param/Value/D5973442")); return true; } //-------------------------------------------------------------------------------------------------- void gt_MeleeInitialization_Init () { gt_MeleeInitialization = TriggerCreate("gt_MeleeInitialization_Func"); TriggerAddEventMapInit(gt_MeleeInitialization); } Pasting that into a custom script page gives me a syntax error for the below part of the trigger. //-------------------------------------------------------------------------------------------------- void gt_MeleeInitialization_Init () { gt_MeleeInitialization = TriggerCreate("gt_MeleeInitialization_Func"); TriggerAddEventMapInit(gt_MeleeInitialization); If i remove that, however, the script does not execute. I know this is noobish, but i'm familiar with almost every other aspect of galaxy code other then getting the damn trigger to run. Any help appreciated; thanks!
    Posted in: Galaxy Scripting
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    posted a message on [Terrain Trix #3] Lighting Guide

    [Terrain Trix #3] Lighting Guide - [UPDATE]

    UPDATE - MAY 16th, 2011 -Added "Input Low/Input High" Information in the Colorization Tab
    Intro
    Introduction
    Global Tab
    Ambient Color
    Specular Multiplier
    Emissive Multiplier
    Tone Mapping Tab
    Exposure
    Bloom
    Ambient Multiplier
    Diffuse Multiplier
    White Point
    Colorization Tab
    Input Low/Input High
    Introduction: I decided to make this part of the "Trix" series simply because i already made two of them. I might be wrong in some places, kindly tell me where and I'll change it. Widget - Unit, Doodad, Splat, Item, pretty much everything in the game.
    Ambient Color
    Ambient Color</image>
    What it Does: Changes the color of the ambiance, or the color that envelops the whole terrain. Ambient Color</image> (Those are 0,0,0; 105,105,105; 255,255,255 respectively. Millions of other combinations can be formed.) Back to "Global" Tab Directory What it Does: Sets the amount of light to reflect for widgets that can reflect light. Ambient Color</image> Back to "Global" Tab Directory What it Does: Sets the intensity of light that widgets generate. Note: Setting this to 0 will remove widget-generated light. Ambient Color</image> Back to "Global" Tab Directory
    Exposure
    Ambient Color</image>
    What it Does: Sets the amount of light the terrain is exposed to. Ambient Color</image> Back to "Tone Mapping" Tab Directory What it Does: Fringes light around objects. Blizzard's bloom creation code is shit, so this is mainly useful only at night, where bloom adds to the effect of darkness. Ambient Color</image> Back to "Tone Mapping" Tab Directory What it Does: Brightens the light coming from the terrain. Ambient Color</image> Back to "Tone Mapping" Tab Directory What it Does: Sets the amount of WHITE light generated by units, doodads, and items. Ambient Color</image> Back to "Tone Mapping" Tab Directory
    White Point
    Ambient Color</image>
    What it Does: Same as exposure, but only works with the Reinhard method. Note: Read up on the methods before using this. Ambient Color</image> Back to "Tone Mapping" Tab Directory What it Does: Changes the luminous intensity of the environment - in laymans' terms: makes it lighter and darker. Note: There are Two values because this section, itself, is a range (Check out Note #2). High cannot go lower then Low Input, and vice versa. Note #2: Even more information: Input Low regulates the amount of "darkness" or decreases lpi (lux per interval). Input Low cannot go higher then (Input High - .1). Input High regulates the amount of "lightness" (That's actually a word) or increases lpi. Input High cannot go lower then (Input Low + .1). Image will be up tomorrow morning due to the various combinations. Back to "Colorization" Tab Directory
    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration

    @crutex: Go

    Contrast should look good if you put up some omnilights. What units or doodads have those effects? I will take a look and see if i can fix it.

    Posted in: Tutorials
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    posted a message on [Terrain Trix] How to Create a Sun

    @Nardival: Go

    Damn, didn't know. I have a mediocre computer that renders the spheres with hdr fine.

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration
    Quote from SouLCarveRR: Go

    @obliviron: Go

    Well I think if your writing a tutorial I think you should Call it "How To SC2 Lighting Editor". The WC3 stuff is just confusing, mainly because there was no lighting editor in wc3.

    The "effect you created" is just that you turned down the lighting from the Maps Generic light source so that the only light sources that are visible are the light sources that belong to actors /units/ and what not.

    I personally would like to see a tutorial that covers all the settings in the lighting editor, but yeah theres like 50 million different settings in there.

    I managed to make a full day/night cycle on my map(From supper dark like your to supper bright at day, as well as making the light emiters on units glow brighter at night =) ). Took me awhile to learn the lighting enough to do that, but theres a ton of other options in there that I have yet to touch.

    I will be making a lighting guide, since its late and i have a ton of homework, it's probably going to be finished tomorrow, and it's full of screenshots.

    Edit: The effect is more complicated then that, because if you just turn down the lighting, omni-lights will go down with it. Hence the tutorial.

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration

    @SouLCarveRR: Go

    Warcraft 3 did not have a lightning editor. In fact, there was only one way to change color of the environment (other then fog), which was day night color. This was a model which gave the game a very strained environment color. This usually looked ugly - since everything was tinted that particular color, including the doodads. However, if you do call setdaynightmodels(... , ... ) [not sure about code grammar, haven't coded in wc3 for a while], then the environment will be blacked out, similar to the effect i created.

    Btw: Will be releasing a new tutorial sometime today or tommorow!

    Posted in: Tutorials
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    posted a message on [Terrain Trix #2] Replicating Warcraft 3 DNC Colouration
    Quote from Keyeszx: Go

    Just tried it and I did not get an effect I liked. Might be the way the terrain is set up but it just ended up being dark but really bright but not as if it's coming from the multiple light sources.

    Also when I saw this I thought, I could make a map like Demon's Souls where it's hard to see and you need to always be aware. Having a unit pop up out of the dark and attack you only to not have your unit attack back would be awesome. Getting hit by hydras from the dark. Sentry Drones could become flashlights.

    Link your map, i'll take a look.

    Posted in: Tutorials
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