I am working on a grid style movement system that takes into account the amount of spaces moved, this issue is that when using "Pathing Cost Between Points" doesn't account for Unpathable areas so i end up getting incorrect values, is there any way to work around this issue or a better condition suited to address this by chance?
Ive been working on a UI project to allow players to rebind a hot-key in game, i feel that this is something many might fine extremely valuable. ill upload my progress so far, the only thing i am trying to seek out right now is how to detect when a player is "Aiming an ability" if i could get that trigger it would allow me to Finnish making it so you can update tool tips on a "Dummy Ability" etc, linking skills i am not to worried about, i can either go about the image by creating a transparent dialog for the button icons since you cant use catalogs to re-write a face icon (Small Annoyance) but it could be something valuable to RPG makers if anyone is interested in looking at it
Edit: Lol this let me remove a String Array that was 98 in size XD
Edit 2: So it seems that my editor doesnt have Text to String? not quite sure why but ill look into it
i have been searching for this and have come to no conclusion on how to get it, basically what i am trying to do is get what key is pressed in a ASCII value for a string, so far i cant find anything even that remotely resembles this, any help would be greatly appreciated
So i have read many articles about command card editing as well as helral's guide on Override files. anyways ill get to the point to see if anyone has anything that might be helpful in my goal
Currently im setting up a completely editable command card, ex moving abilities Positions key-binding etc, so far i have been able to get everything working except the moving of the icon its self, i know i can create a button system that would give the same feel but i would prefer to just trigger force the buttons to move from place to place, any help would be greatly appreciated
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
thank you for the response, i am just concerned that with the amount of times the key will be pressed that it will bog the game down, which that alone is worth avoiding the key presses all together.
So i have been working on my map for quite a while now and avoiding all key detection, my question is, how bad is the "Network Lag" using key detection. my map will be running with 12 players and if i was to implement key detection it would be used about 2-3+ times per minute. any details on network lag for this would be greatly appreciated.
so after burning several hours of time trying to figure out this cursed error from searching forums and google, i came to no luck on it, until i realized the only version of my map that was uploaded. I am not sure how this works, but if you add custom races, you need to apparently set them in the player properties menu, how and why is beyond me but it was the only way i could get the map to upload successfully.
Update*
apparently the main issue of this is the Glossary Team Color, if your races have the same number, it will cause issues, once they are all assigned separate colors it works just fine
I don't know if i fail at searching, but i cant seem to locate a tutorial on giving units ability's according to the item they equip, Ex. a medic picks up a med-kit and gets the ability "heal" or a marine picks up a Stimpack and gains that ability's etc. any help towards this would be greatly appreciated.
So i am working on a check box that, when its checked it selects a unit, and unchecked deselected, but also, when the unit is selected manually it checks the box and vice versa. Here is the script i have, im aware of the bug but im curious if anyone can help me sort this out.
HuD-CheckBoxEventsDialog-AnyDialogItemisusedbyPlayerAnyPlayerwitheventtypeCheckedUnitSelection-AnyUnitisSelectedbyplayerAnyPlayerLocalVariablesConditionsActionsVariable-SetInteger-TempPlayer=(Triggeringplayer)Variable-SetUnit-TempUnit[Integer-TempPlayer] = (Triggering unit)
General - Pick each integer from 1 to 12, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Dialog Item - HuD - CheckBox[Integer-TempPlayer][(Pickedinteger)] == (Used dialog item)
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Boolean - HuD - Selected[Integer-TempPlayer][(Pickedinteger)] == false
Then
Variable - Set Boolean - HuD - Selected[Integer-TempPlayer][(Pickedinteger)] = true
Unit Selection - Select Unit - HuD Selection[Integer-TempPlayer][(Pickedinteger)] for player Integer - Temp Player
Dialog - Set Dialog Item - HuD - CheckBox[Integer-TempPlayer][(Pickedinteger)] to Checked for (Player group(Integer - Temp Player))
Else
Variable - Set Boolean - HuD - Selected[Integer-TempPlayer][(Pickedinteger)] = false
Unit Selection - Deselect Unit - HuD Selection[Integer-TempPlayer][(Pickedinteger)] for player Integer - Temp Player
Dialog - Set Dialog Item - HuD - CheckBox[Integer-TempPlayer][(Pickedinteger)] to Unchecked for (Player group(Integer - Temp Player))
Else
<</code>>\\
<<code>>
HuD - Unit Selected
Events
Unit Selection - Any Unit is Selected by player Any Player
Local Variables
Conditions
Actions
Variable - Set Integer - Temp Player = (Triggering player)
Variable - Set Unit - Temp Unit[Integer-TempPlayer] = (Triggering unit)
General - Pick each integer from 1 to 12, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Unit - HuD Selection[Integer-TempPlayer][(Pickedinteger)] == Unit - Temp Unit[Integer-TempPlayer]
Then
Variable - Set Boolean - HuD - Selected[Integer-TempPlayer][(Pickedinteger)] = true
Dialog - Set Dialog Item - HuD - CheckBox[Integer-TempPlayer][(Pickedinteger)] to Checked for (Player group(Integer - Temp Player))
Else
<</code>>\\
<<code>>
HuD - Unit DeSelected
Events
Unit Selection - Any Unit is Deselected by player Any Player
Local Variables
Conditions
Actions
Variable - Set Integer - Temp Player = (Triggering player)
Variable - Set Unit - Temp Unit[Integer-TempPlayer] = (Triggering unit)
General - Pick each integer from 1 to 12, and do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Unit - HuD Selection[Integer-TempPlayer][(Pickedinteger)] == Unit - Temp Unit[Integer-TempPlayer]
Then
Variable - Set Boolean - HuD - Selected[Integer-TempPlayer][(Pickedinteger)] = false
Dialog - Set Dialog Item - HuD - CheckBox[Integer-TempPlayer][(Pickedinteger)] to Unchecked for (Player group(Integer - Temp Player))
Else
0
the AI pathing seems to be a improvement, but is there a way to get it to ignore diagonal movements?
0
I am working on a grid style movement system that takes into account the amount of spaces moved, this issue is that when using "Pathing Cost Between Points" doesn't account for Unpathable areas so i end up getting incorrect values, is there any way to work around this issue or a better condition suited to address this by chance?
Thank you in Advance
0
Ive been working on a UI project to allow players to rebind a hot-key in game, i feel that this is something many might fine extremely valuable. ill upload my progress so far, the only thing i am trying to seek out right now is how to detect when a player is "Aiming an ability" if i could get that trigger it would allow me to Finnish making it so you can update tool tips on a "Dummy Ability" etc, linking skills i am not to worried about, i can either go about the image by creating a transparent dialog for the button icons since you cant use catalogs to re-write a face icon (Small Annoyance) but it could be something valuable to RPG makers if anyone is interested in looking at it
0
absolutely perfect, thank you so much
Edit: Lol this let me remove a String Array that was 98 in size XD Edit 2: So it seems that my editor doesnt have Text to String? not quite sure why but ill look into it
0
this is extremely useful, i would think that this should be made into a library item so other members can enjoy this just as much
Edit: the only downfall is blizzards doing. that you cant convert text to string :-(
0
that is exactly what i was looking for, thank you very much
Only thing that makes it kind of weird now is it states a integer value, but this defiantly puts me on the right track
0
i have been searching for this and have come to no conclusion on how to get it, basically what i am trying to do is get what key is pressed in a ASCII value for a string, so far i cant find anything even that remotely resembles this, any help would be greatly appreciated
0
So i have read many articles about command card editing as well as helral's guide on Override files. anyways ill get to the point to see if anyone has anything that might be helpful in my goal
Currently im setting up a completely editable command card, ex moving abilities Positions key-binding etc, so far i have been able to get everything working except the moving of the icon its self, i know i can create a button system that would give the same feel but i would prefer to just trigger force the buttons to move from place to place, any help would be greatly appreciated
0
Its all in there, nice and simple :)
0
Interesting, well all the input is greatly appreciated
0
thank you for the response, i am just concerned that with the amount of times the key will be pressed that it will bog the game down, which that alone is worth avoiding the key presses all together.
0
So i have been working on my map for quite a while now and avoiding all key detection, my question is, how bad is the "Network Lag" using key detection. my map will be running with 12 players and if i was to implement key detection it would be used about 2-3+ times per minute. any details on network lag for this would be greatly appreciated.
0
so after burning several hours of time trying to figure out this cursed error from searching forums and google, i came to no luck on it, until i realized the only version of my map that was uploaded. I am not sure how this works, but if you add custom races, you need to apparently set them in the player properties menu, how and why is beyond me but it was the only way i could get the map to upload successfully.
apparently the main issue of this is the Glossary Team Color, if your races have the same number, it will cause issues, once they are all assigned separate colors it works just fine
0
I don't know if i fail at searching, but i cant seem to locate a tutorial on giving units ability's according to the item they equip, Ex. a medic picks up a med-kit and gets the ability "heal" or a marine picks up a Stimpack and gains that ability's etc. any help towards this would be greatly appreciated.
0
So i am working on a check box that, when its checked it selects a unit, and unchecked deselected, but also, when the unit is selected manually it checks the box and vice versa. Here is the script i have, im aware of the bug but im curious if anyone can help me sort this out.