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    posted a message on [Sound] Sound reverb for player, unit or sound

    Is there a way to set sound reverb for a player, unit or a sound? With either the trigger or data editor. So far I've only found it possible to set the sound reverb for all players.

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    Update

    This is what the error looks like with patch 1.5

    And the code near line 587

    584while (((IntToFixed(FixedToInt(lv_currentX)) != IntToFixed(FixedToInt(lp_x_End))) || (IntToFixed(FixedToInt(lv_currentY)) != 585IntToFixed(FixedToInt(lp_y_End))))) {
    586        lv_currentX = gf_XtargetXm(lv_currentX, lp_x_End, lp_multiplier);
    587        lv_currentY = gf_XtargetXm(lv_currentY, lp_y_End, lp_multiplier);
    588        DialogControlSetPosition(lp_dialogitem, PlayerGroupAll(), lp_anchor, FixedToInt(lv_currentX), FixedToInt(lv_currentY));
    589        Wait(0.01, c_timeGame);
    590    }
    

    Assumingly the error is caused by line 588, when the dialog item is moved.

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    @Yaksmanofage: Go

    All help is appreciated! :)

    What you are suggesting could work well if there only were a few items being moved, however having multiple items would be more of a pain. I want the action to work on every dialog item, without having to bother where i use it.

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    That does not work, since it won't detect the dialog item as "No dialog item". I believe the reason for this is because the dialog item is removed from outside the action definition. This way the variable "Dialog item" within the action definition still contains the dialog item, even though it really is removed.

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists
    Quote from Ahli634: Go

    Just add "Dialog Item != No dialog item" to the while loop's condition (in its AND part).

    Already tried this, it does not make any difference.

    Quote from Ahli634: Go

    You might need to set the variable to to no dialog item, too, wherever you delete it while this function is running.

    This won't work for me, because right after deleting the dialog item the variable gets assigned another dialog item. As shown below.

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    The code looks like this Smooth move

    Where "X+=(X-target)*m" is the function below

    Function

    I get errors if the dialog item is removed before the code has finished running. And that is because it is trying to move the item after it's gone

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    Thanks for the reply!

    That code looked very promising, but unfortunately it does not seem to work for my intention :(. I tried simply creating a dialog item, assign it to variable, and then delete it. However it still detects it as a dialog item. Probably because the variable is set to the variable type "Dialog item"

    Edit: My problem is that i have a while loop that changes the properties of a dialog item over time. But if the dialog item is removed while the loop is still active it causes errors unitl the loop runs out

    Posted in: Triggers
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    posted a message on [Trigger Conditions] Dialog item exists

    Is there any way to check if an dialog item exists? Like: "Dialog item 'VARIABLE' exists == true"

    I can't find it as a trigger condition, is there a workaround?

    Posted in: Triggers
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    posted a message on [Solved][Event/Animation] Playing animation

    @zorbotron: Go Thank you :)

    Posted in: Data
  • 0

    posted a message on [Solved][Event/Animation] Playing animation

    So in the previewer there are a few units with an animation called "(none)", how do i play these? Selecting "Animation play: (none)" in an event does not work since it's not selecting any animation. Is there a way to change the name of an animation?

    Posted in: Data
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    posted a message on [Abilities] Make the AI avoid spell

    @SoulFilcher: GoI tried using that right now, but that didn't make any difference, still no response from the enemy :<

    Posted in: Data
  • 0

    posted a message on [Abilities] Make the AI avoid spell

    So i have a basic spell which creates an persistent AoE damage on target location. Is it possible to make enemies to try to avoid/run away from the spell? I have tried setting the search effect's response flag to "Flee", but that didn't do any different.

    Posted in: Data
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    posted a message on [UI/Text] Change resource info text

    How do i change the info text displayed when hovering over resources. For example: "Minerals are used to build your forces. Gather more minerals from mineral fields."

    I assume the way to do it is through the Text editor, but it's not easy to find the correct field among 67000 lines of text

    Posted in: Miscellaneous Development
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    posted a message on [Catalog] Actor scale error

    I am having trouble changing the scale of an actor using catalogs. My action looks like this:

    Catalog - Set value of "Actors" "Marine" "Scale" for player 1 to "2"
    

    But when i run it i get "ErrorCatalogFieldNotWritten".

    According to both the XML files and the raw data; the field path should be "Scale"

    Posted in: Triggers
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