I have a map which crashes the game every other time I open it. So, if I 'Test Document' once, it might work perfectly, but the next time, it crashes the game. It alternates between functioning perfectly and crashing the game.
I have tried removing all triggers and testing the map, and the above problem still persists. This leads me to believe that it is a Data issue.
Have anyone run into something like this, or know what the problem could be?
I am pretty sure I have the exact same problem as you had.
Submenu 2 and 3 does not work for me, the goto Submenu number fields turn blank for me as well when I click 'Ok', even though I have valid abilities on them, etc. 4 works just fine though.
However, I am unsure about your fix for it, where to enter 0002 and 0003. Here is the raw data for the CardLayout on my unit:
Hello, I am playing around with this library in my current map. It is absolutely great, but I have one issue:
When my unit shoots downwards, it doesn't register a TargetPoint, which means the Damage effect doesn't execute. This only happens when I shoot on the ground of the lowest height areas in the map, so I think this has to do with something being a little messy with the height level calculation somewhere in the Traceline trigger. More specifically, it does register TargetUnits on this height, but not the terrain itself, so not TargetPoints.
If anyone's got an educated guess of what might be causing this, I'd love to hear it.
I am still struggling with this problem, and wonder if anyone knows what could be the issue. I think I have the Traceline trigger pretty much exactly the same as the original one.
I realized now that, when I aim at the lowest level, the further down I aim the higher up the TracePoint is. When it doesn't register shots towards the ground it is because they are actually 'aimed towards the sky'. So, there is some sort of mathematical inversion going on.
Since this only happens when CamPitch < 90, I think there is likely something wrong with the Set TraceHeight action's mathematics under that condition. However, the action looks exactly the same as on the original map. Maybe someone with more knowledge of mathematics knows what the funk is wrong and could invert the aim like I described, I would be grateful if they took a guess.
Edit: I still don't know what is causing this, but I seem to have found a workaround. In the bottom of the Traceline trigger there is a If/Then action to check whether terrain was hit. The condition compares the Ground height at TracePoint (to CamHeight & TraceHeight), and I just added a value of 0.05 to that TracePoint height, presumably fulfilling the condition, because now it seems to work to fire at the ground.
Ah thanks! But i have a map that has a selection of heroes, when you chooses one the variable is called on the playerunit. One of the heroes is a marauder.. This is really not my area.. but is it possible to change so its not sniper shots, but his rockets thats shoots away?
If so, how?
Very thanks in advance to anyone
Funny that you mention it, I am experimenting with similar things. So far, I have had some success with this; having a global Game Link variable (array for every player) that stores the Effect of the gun you want your player units to have. So, with triggers you can change this variable to the damage/launch missile effect of the corresponding hero that players select. If they select a Marauder hero for example, Set Variable [for player] to Marauder - Punisher Grenades (Launch Missile).
Then in the Shoot trigger you have it execute that variable effect for the player, instead of simply the effect that is already put in.
You may have to change some fields in the data editor to have the effect Target Unit/Point instead of just Target Unit, but for me f.ex. a Marauder shot works just fine.
But I have to say that the above is something I am just experimenting with so I can't speak of how 'economical' the solution is.
Hi / Hej, I really like you library since its helps less advance users to create great map, but for us, maybe just me: Is it possible and how to customize the fire rate of the wepon? If i for instence would want a marines machine gun, with a clip around 30. Would that be possible? Or would the hole the trigger dont understand when holding down a key?
I won't go into customizing fire rate (which can easily be done), but here's how I did the holding down key to fire thing:
First you'll need to make a global variable which I called AttackShooting, it's a boolean and you need an array for every active player.
Then you modify the "Shoot" trigger. First you need a Set Variable action, have it set AttackShooting[player] to True. The player part is only needed if you have more than one player.
Then you need to add a 'While' with the condition 'AttackShooting[player] is true' (the player part is only needed if you have more than one active players). Then you put all the actions from before in the Shoot trigger into this While action, (so all actions are in it except the Set Variable one we just created).
Then at the end, still inside the 'While' action, you either just add a Wait action or a Wait For Timer action, corresponding to the fire rate/cooldown of the gun. Personally I made the cooldown based on a timer, but I don't think that's how it was done in the original library (can't remember).
Finally, you have to add another trigger called f.ex. Shoot Release where the event is when the player releases the left mouse button, and in the actions you put Set Variable Attack Shooting[player] false.
Hello, I am playing around with this library in my current map. It is absolutely great, but I have one issue:
When my unit shoots downwards, it doesn't register a TargetPoint, which means the Damage effect doesn't execute. This only happens when I shoot on the ground of the lowest height areas in the map, so I think this has to do with something being a little messy with the height level calculation somewhere in the Traceline trigger. More specifically, it does register TargetUnits on this height, but not the terrain itself, so not TargetPoints.
If anyone's got an educated guess of what might be causing this, I'd love to hear it.
I think you will need to think specifically what it is you want to achieve.
In what cases do player names appear in-game, and what is it you want to hide? When you hover over units with your mouse? Perhaps making some units unhighlightable could be one way to approach the issue. Player chat? Well, I think there are ways to hide chat alltogether, at least.
This depends what your specific needs are, I think.
Hello, this is a weird little thing that has been bugging me for a couple of days. I have searched for this specific problem but have not found anything about it here. I am sure I am just overlooking something small, but if anyone could remind me I would be happy:
I modified the Civilian unit type somewhat, making it more like a regular unit. I have flagged the "Kill Credit" flag. Its kill count does display, as "Kills: 0". However, when a Civilian kills another Civilian, it does not gain a kill.
So, in other words, it seems the Civilian unit does not count as a kill in the kill score. I am sure there is some stupidly easy way to fix this. =)
Depending on what it is you want to change, maybe this could be done by creating an Upgrade? That, for example, adds damage to the damage effect of the ability.
Hello, I've tried searching for this but didn't find it.
Does anyone know how to remove the range requirement between Command Center/Hatchery/Nexus placement location and resources such as Mineral Fields and Vespene Gas? I have tried searching for it in Actors and Validators without any luck.
Owner of Triggering unit is the owner of the unit that dies. So units will spawn in that players start location. I don't know if that is the player you intended or not. If it is, perhaps double check starting locations.
I don't understand what option you use to get the (Text(Popout[0])) function. I have also got an array for my popout dialog contents, so that isn't the problem; it's just that I can't find this text option.
Edit:
I think the problem is that in the tutorial, it says that we're supposed to create a Dialog Item array variable. But actually, I think it should be a String array variable. This way, the information can be recalled with Convert String to Textm which I found out is the option I had problems with above.
0
I have a map which crashes the game every other time I open it. So, if I 'Test Document' once, it might work perfectly, but the next time, it crashes the game. It alternates between functioning perfectly and crashing the game.
I have tried removing all triggers and testing the map, and the above problem still persists. This leads me to believe that it is a Data issue.
Have anyone run into something like this, or know what the problem could be?
0
I am pretty sure I have the exact same problem as you had.
Submenu 2 and 3 does not work for me, the goto Submenu number fields turn blank for me as well when I click 'Ok', even though I have valid abilities on them, etc. 4 works just fine though.
However, I am unsure about your fix for it, where to enter 0002 and 0003. Here is the raw data for the CardLayout on my unit:
0
@doite: Go
Try using the effect Swann - Concussive Grenade (Launch Missile), and edit its target to Unit/Point. This at least works perfectly for me.
I have had the same problem you have with needing acquired unit, I am not sure what causes it, as I said I am still experimenting.
0
I am still struggling with this problem, and wonder if anyone knows what could be the issue. I think I have the Traceline trigger pretty much exactly the same as the original one.
I realized now that, when I aim at the lowest level, the further down I aim the higher up the TracePoint is. When it doesn't register shots towards the ground it is because they are actually 'aimed towards the sky'. So, there is some sort of mathematical inversion going on.
Since this only happens when CamPitch < 90, I think there is likely something wrong with the Set TraceHeight action's mathematics under that condition. However, the action looks exactly the same as on the original map. Maybe someone with more knowledge of mathematics knows what the funk is wrong and could invert the aim like I described, I would be grateful if they took a guess.
Edit: I still don't know what is causing this, but I seem to have found a workaround. In the bottom of the Traceline trigger there is a If/Then action to check whether terrain was hit. The condition compares the Ground height at TracePoint (to CamHeight & TraceHeight), and I just added a value of 0.05 to that TracePoint height, presumably fulfilling the condition, because now it seems to work to fire at the ground.
0
Funny that you mention it, I am experimenting with similar things. So far, I have had some success with this; having a global Game Link variable (array for every player) that stores the Effect of the gun you want your player units to have. So, with triggers you can change this variable to the damage/launch missile effect of the corresponding hero that players select. If they select a Marauder hero for example, Set Variable [for player] to Marauder - Punisher Grenades (Launch Missile).
Then in the Shoot trigger you have it execute that variable effect for the player, instead of simply the effect that is already put in.
You may have to change some fields in the data editor to have the effect Target Unit/Point instead of just Target Unit, but for me f.ex. a Marauder shot works just fine.
But I have to say that the above is something I am just experimenting with so I can't speak of how 'economical' the solution is.
0
I won't go into customizing fire rate (which can easily be done), but here's how I did the holding down key to fire thing:
First you'll need to make a global variable which I called AttackShooting, it's a boolean and you need an array for every active player.
Then you modify the "Shoot" trigger. First you need a Set Variable action, have it set AttackShooting[player] to True. The player part is only needed if you have more than one player.
Then you need to add a 'While' with the condition 'AttackShooting[player] is true' (the player part is only needed if you have more than one active players). Then you put all the actions from before in the Shoot trigger into this While action, (so all actions are in it except the Set Variable one we just created).
Then at the end, still inside the 'While' action, you either just add a Wait action or a Wait For Timer action, corresponding to the fire rate/cooldown of the gun. Personally I made the cooldown based on a timer, but I don't think that's how it was done in the original library (can't remember).
Finally, you have to add another trigger called f.ex. Shoot Release where the event is when the player releases the left mouse button, and in the actions you put Set Variable Attack Shooting[player] false.
Hope that made some sense.
0
Hello, I am playing around with this library in my current map. It is absolutely great, but I have one issue:
When my unit shoots downwards, it doesn't register a TargetPoint, which means the Damage effect doesn't execute. This only happens when I shoot on the ground of the lowest height areas in the map, so I think this has to do with something being a little messy with the height level calculation somewhere in the Traceline trigger. More specifically, it does register TargetUnits on this height, but not the terrain itself, so not TargetPoints.
If anyone's got an educated guess of what might be causing this, I'd love to hear it.
0
I think you will need to think specifically what it is you want to achieve.
In what cases do player names appear in-game, and what is it you want to hide? When you hover over units with your mouse? Perhaps making some units unhighlightable could be one way to approach the issue. Player chat? Well, I think there are ways to hide chat alltogether, at least.
This depends what your specific needs are, I think.
0
Hm, that doesn't seem to be it. I've modified every Score value on the unit there is, to be like that of a regular unit.
0
Hello, this is a weird little thing that has been bugging me for a couple of days. I have searched for this specific problem but have not found anything about it here. I am sure I am just overlooking something small, but if anyone could remind me I would be happy:
I modified the Civilian unit type somewhat, making it more like a regular unit. I have flagged the "Kill Credit" flag. Its kill count does display, as "Kills: 0". However, when a Civilian kills another Civilian, it does not gain a kill.
So, in other words, it seems the Civilian unit does not count as a kill in the kill score. I am sure there is some stupidly easy way to fix this. =)
Thx.
0
Depending on what it is you want to change, maybe this could be done by creating an Upgrade? That, for example, adds damage to the damage effect of the ability.
0
Hello, I've tried searching for this but didn't find it.
Does anyone know how to remove the range requirement between Command Center/Hatchery/Nexus placement location and resources such as Mineral Fields and Vespene Gas? I have tried searching for it in Actors and Validators without any luck.
Any help would be appreciated!
0
@asaphelps: Go
I have the same problem, setting fade out time for a text tag doesn't seem to work. Anyone know a solution?
Edit: Oh sorry, I thought this was about fading it out through triggers. I don't even understand how to do it through triggers, lol.
0
Owner of Triggering unit is the owner of the unit that dies. So units will spawn in that players start location. I don't know if that is the player you intended or not. If it is, perhaps double check starting locations.
0
I have a problem with this part, creating the popout dialog:
I don't understand what option you use to get the (Text(Popout[0])) function. I have also got an array for my popout dialog contents, so that isn't the problem; it's just that I can't find this text option.
Edit: I think the problem is that in the tutorial, it says that we're supposed to create a Dialog Item array variable. But actually, I think it should be a String array variable. This way, the information can be recalled with Convert String to Textm which I found out is the option I had problems with above.