As i stated before, the goal is to have a CPU unit with a trigger-given order "move" from A to B, that attacks while moving with its weapon AND used (for example) the EMP when possible (when the cooldown is over).
If i add the transient flag, the unit never cast the ability (i tryed the EMP (my auto cast version)), but can attack (the attack while moving works).
If i remove the flag, the unit doesnt even attack, just moves.
If i remove the weapon from the unit, and remove the transient flag, the unit can cast the EMP (and keeps the move order anyway).
I'd like to know if it is possible to make an ability such as Psi storm or EMP to be auto-cast while the caster is moving.
I' ve already managed to make the CPU units auto cast those spells while attacking (even though if they are just moving, and not attacking, they never cast it).
I'd like the cpu units to auto cast those spells while moving, when an enemy is near. Or stop, cast the ability, and then resume the previous order.
Also, is it possible to make a melee unit attacking while moving? (if the target is on melee range)..
I'm using the trigger "HelpPanelAddTip" (i have no idea whats the english version name, this is the raw data name).
It's the one that will be displayed in the help panel, together with the default game help.
Well, everything works fine, the problem is that after someone clicks on the tip icon on the bottom right screen, and then closes the help panel, the next time he will go inside the help panel (by clicking on the help menu button), my custom tips will be displayed "faded out", like if they were disabled, i dont really know how to explain this. It's like the light its switched off on their text :D
Hi,
i'd like to have a fade in a cinematic sequence only for some specific players.
I noticed the trigger for fade doesnt have any field to specify it.
If i use it i suppose it will fade the screen for all the players in game, right?
Lets say i have a trigger named "executor" which changes the value of a variable "x" when called and many other triggers that calls "executor" when their specific events are fired.
Since (afaik) you can't set a normal trigger to run as a thread, what happens if lets say "a lot" of triggers calls "executor" in the very same moment, or close enough that "executor" is still dealing with the first caller? Is there any sort of queue to prevent the other calls to be lost? How big it is (if there is)?
Another similar problem, if i have a trigger with a lot of events, what happen if many of them are fired in the very same moment, or as before close enough so that the trigger is still managing the first event?
I hope i have explained my question clearly enough!
thanks, i managed to change the camera, i'm having now problem with environment sounds, that seems i am too high to hear them (if i zoom they come back).
Any way to fix this?
0
thanks, worked perfectly.
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Hi,
this should be easy, but i don't exactly know how it works.
Those Blizzard maps (chef of aiur, bejeweled... etc) come with a .mod file (if you open them without it, most of the models will of course not load).
I can open this mod file through the editor, and i guess i have to save it to my pc. Where to put it then so when i open Blizzard maps they use it?
thanks,
Nite
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Hi, Thanks eveyone for help.
Anyway i m still having troubles :
As i stated before, the goal is to have a CPU unit with a trigger-given order "move" from A to B, that attacks while moving with its weapon AND used (for example) the EMP when possible (when the cooldown is over).
If i add the transient flag, the unit never cast the ability (i tryed the EMP (my auto cast version)), but can attack (the attack while moving works). If i remove the flag, the unit doesnt even attack, just moves. If i remove the weapon from the unit, and remove the transient flag, the unit can cast the EMP (and keeps the move order anyway).
ideas? ^^
thanks,
Nite
0
Hi,
I'd like to know if it is possible to make an ability such as Psi storm or EMP to be auto-cast while the caster is moving.
I' ve already managed to make the CPU units auto cast those spells while attacking (even though if they are just moving, and not attacking, they never cast it).
I'd like the cpu units to auto cast those spells while moving, when an enemy is near. Or stop, cast the ability, and then resume the previous order.
Also, is it possible to make a melee unit attacking while moving? (if the target is on melee range)..
Thanks !
Nite
0
@b0ne123: Go
thanks !
0
Hi,
If you open the blizzard map Aiur Chef, you ll notice they managed to merge multiple regions into a single one, called "multiple region" How to do so?
Thanks,
Nite
0
@DeProgrammer: Go
thanks for info
0
I'm using the trigger "HelpPanelAddTip" (i have no idea whats the english version name, this is the raw data name). It's the one that will be displayed in the help panel, together with the default game help.
Well, everything works fine, the problem is that after someone clicks on the tip icon on the bottom right screen, and then closes the help panel, the next time he will go inside the help panel (by clicking on the help menu button), my custom tips will be displayed "faded out", like if they were disabled, i dont really know how to explain this. It's like the light its switched off on their text :D
Have i made myself clear? ^^
thanks,
Nite
0
Hi, i'd like to have a fade in a cinematic sequence only for some specific players. I noticed the trigger for fade doesnt have any field to specify it.
If i use it i suppose it will fade the screen for all the players in game, right?
any way to solve this?
thanks,
nite
0
Hi,
Lets say i have a trigger named "executor" which changes the value of a variable "x" when called and many other triggers that calls "executor" when their specific events are fired.
Since (afaik) you can't set a normal trigger to run as a thread, what happens if lets say "a lot" of triggers calls "executor" in the very same moment, or close enough that "executor" is still dealing with the first caller? Is there any sort of queue to prevent the other calls to be lost? How big it is (if there is)?
Another similar problem, if i have a trigger with a lot of events, what happen if many of them are fired in the very same moment, or as before close enough so that the trigger is still managing the first event?
I hope i have explained my question clearly enough!
Thanks,
Nite
0
How do i change the number of eggs generated with the ability?
thanks!
0
@Nite01: Go
nvm, i changed "field of view" instead of "distance" and i dont have problems with sounds now.
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@s3rius: Go
thanks, i managed to change the camera, i'm having now problem with environment sounds, that seems i am too high to hear them (if i zoom they come back). Any way to fix this?
thanks!
0
Hi, i'd like to have in my map a custom camera view for players, i set that up by trigger but i noticed a problem with mouse wheel :
if i use the mouse wheel to get a closer view, when i wheel back it resets the view to the game original one.
So the question is, is there a way i can disable the use of mouse wheel in game? Or am i using the wrong trigger?
thanks!
0
@BorgDragon: Go
great it works!, thanks a lot!
you have no idea how long i tried to make this work! :D
thanks again!