Hey all, I'm looking at making an ability that consumes all energy (but doesn't require 100%), then does damages based on how much energy it's consumed.
Using the default cost screen from the abilities, I can't seem to figure out a way to say "cost : all available energy". I don't want to us 1 for vital fraction, as that would force energy to be full, i want the ability to be usable at say, half energy, but only do half as much damage. Even better yet, would be that the ability requires a minimum of 10 energy, but every point OVER 10 gives a boost.
Looking at the damage effect, i'm assuming i'm going to have to have multiple "pulses" of damage, or use some horrible switch system. I'd really love to be able to just keep it as 1 damage effect that does the damage based on how much energy was spent. But if that's not possible, then i'll survive.
I tried searching around, but couldn't find the specific answer i needed. :(
I'm attempting to modify the Info-Time field within the Arm Magazine ability dynamically, but I seemingly can't find a way to edit this field through effects/behaviors, or to set this field to a variable.
Not sure if I'm explaining myself well. Having a unit with an "Arm Magazine" ability. Within this ability, you can set up multiple types of ammo. Looking at the ammo settings, each one can be set with it's own cast time. I want to apply a buff on my unit with this ability that allows them to load their magazine faster.
So it takes 5 seconds to load "big attack". but when he's buffed, it only take 2.5 seconds to load "big attack"
I'm sure it's possible, but i haven't the foggiest how. ><
This field is the one I want to change through a buff. :
Since I had Ammo2 already set up, I simply added an effect to the hangar (with a validator making sure that ammo2 spawned) that would do the search area -> kill off previous units effect.
It's kind of dirty, but it works.
Still open to hearing any other possible solutions.
Heyo, I searched around on the forums for awhile but couldn't find an answer for this.
I'm looking to take 5 units (let's say interceptors) that are part of a magazine and merge them. I can easily set up search areas, and kill them off and spawn a new one. But the newly spawned unit is not part of the magazine, so he doesn't behave the way the other do.
I tried to change the create unit effect into an effect that would issue the order to the carrier to simply build ammo 2, but that didn't seem to work for me either.
I've got the carrier set up with two different ammo types, and i can easily spawn an interceptor or a whatever-else through buttons. But I can't seem to activate it through another effect.
I'm pretty sure i'm just missing something simple, but after a couple hours of google searching and trying random stuff, i caved and decided to post. ><
I'm sure this has been answered elsewhere, I apologize in advance, but was unable to find it via the search function.
I've run into a roadblock trying to create a system of "rounds" similar to a fighting game.
Pretty much I want to set it up so that if all opposing players (or teams) are eliminated, to tick a victory and move on to the next round. It sounds pretty simple in concept, but I'm having a tough time figuring out how to trigger it to monitor if all other players/teams are inactive.
When making a Dialog it's generally a good idea to set it up for All Players, whether they need it or not. You just don't show it for all players.
I suggest you do the following:
Map Initialization: Create Dialog for all players, add Dialog Items for all players, remember global variables for the various items you want players to be able to interact with (you do NOT need an array for buttons etc. as the Event Handler can distinguish which player clicked the button)
On demand: Show the Dialog (using the global variable) for the desired Player group
I'm curious a bit about this. When you say the Event Handler can distinguish between players. I'm thinking that, if I correctly understand what you're saying, it could lead to me re-writing a lot of my code. (I'm not a programmer at all, just trying to learn all of this stuff)
Right now, I have it set up much like programmer states. Where I draw 8 dialog boxes (each in an array), each is showing to only a specific player. The same goes for every button inside of the boxes. Then i use parameters on all of the dialog functions to determine which player to show it too. I thought it was working pretty well, but when i tested it out today with some friends, one of the buttons wouldn't show up for player 2. Which is what drove my original post.
For single player testing, everything looks amazing. There's the ability to fully swap all the items in my dialog boxes, and it looks (almost) exactly how I want it to. But when i threw multiple people in there. stuff got wonky. I can't post the file now (i'm out of tow) but it's kinda like this
Loop that runs with i<=number of active players -> each loop iteration runs an Action definition (with a parameter of player number) (still a bit fuzzy on the difference between functions and action definitions, the seem REALLY similar to me.. TANGENT there!!! anyways... back on topic) to build dialog menu and dialog items -> from there i have dialog items that change around the other dialog items for each unique player dialog.
I know it's kind of hard to visualize in text and i apologize. I just really don't understand how it can be different between each player.
Yeah, I've pretty much surrendered to the dynamically created nature of the bunkers/dropships. I'm thinking about filling my dropship with "dummy" units just to avoid the error.
I basically have a hidden dropship that i load up, then they come in from offscreen and drop everything off. But i'm showing the contents of the dropship onscreen. I can't really think of an easier solution. ><
I really appreciate the response and the confirmation of my suspicions. :D
I have 10 buttons, that each refer to 1 of 10 slots in the cargo ship.
So button 1 = cargo slot 1, 2=2, etc. Pretty simple.
When I look up each of the slots, they will (appropriately) return "no unit" if they are empty, or the unit type if full. When they are empty though, I get the following error : 00:00:06.44 Trigger Error in 'gt_MenuClicked_Func': Parameter out of bounds in 'UnitCargo' (value: 9, min: 0, max: 0)
As I add units to the cargo, the max increases, and once it's full, I don't get an error anymore, which makes sense.
The confusing part, is despite the error, I'm still getting returns of "no unit", which is exactly what I want. Functionally, it's doing what I want exactly, but it's giving me that error. :(
So I'm fairly new to mapping / custom games, and I had some odd results from some work I've done in the editor. As with any oddness, I wanted to ask around and see if people have come across similar issues or possible better solutions.
In attempting to setup a custom UI, I've created an action definition that set up the ui with an input parameter for the "player number". During map initiation I thought it would be slick to create a while statement that says "While i<= (Active Player) run the action definition for (i), increment i". Seemed like a great idea in my head, the issue I'm running into is that the interface doesn't come out to be identical for everyone. I know I could just use "create interface for all players", but then if player 1 clicks around on it, it messes up the ui for player 2, so i want them to be identical, but independent.
Have any of you experienced this? Or anything similar?
I've been searching around on the site through the wiki and in the editor and can't seem to find the details I'm looking for on the default Cargo UI.
I'm looking to replicate this UI at another location on my screen and seem to have hit a roadblock with this. When you select a cargo ship/bunker/any unit that is capable of holding cargo, at the bottom center of the screen you have a fancy little UI that shows you the contents of the vehicle/building. With the ability to eject units by clicking on them.
Is there a way to "copy" this interface element and place it elsewhere on screen?
If anyone has any ideas, I'd be thrilled to hear them.
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@Deadzergling: Go
Worked like a charm! Thank you so much everyone. :)
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@Deadzergling: Go
That sounds *WAY* easier. :P
Work needs to hurry up and end so I can go home and get this going.
Thanks so much.
0
Yeah, looks like triggers are going to be my only option. Even with a trigger though, I feel like I'm over-complicating this. lol
(I'm at work right now, so I can't test this first hand)
So right now I'm thinking something like this :
This sounds like it would work in my head, but seems excessively complex.
Maybe there's some better ways to do this that I'm not familiar with?
0
Hey all, I'm looking at making an ability that consumes all energy (but doesn't require 100%), then does damages based on how much energy it's consumed.
Using the default cost screen from the abilities, I can't seem to figure out a way to say "cost : all available energy". I don't want to us 1 for vital fraction, as that would force energy to be full, i want the ability to be usable at say, half energy, but only do half as much damage. Even better yet, would be that the ability requires a minimum of 10 energy, but every point OVER 10 gives a boost.
Looking at the damage effect, i'm assuming i'm going to have to have multiple "pulses" of damage, or use some horrible switch system. I'd really love to be able to just keep it as 1 damage effect that does the damage based on how much energy was spent. But if that's not possible, then i'll survive.
I tried searching around, but couldn't find the specific answer i needed. :(
Thanks in advance.
0
I'm attempting to modify the Info-Time field within the Arm Magazine ability dynamically, but I seemingly can't find a way to edit this field through effects/behaviors, or to set this field to a variable.
Not sure if I'm explaining myself well. Having a unit with an "Arm Magazine" ability. Within this ability, you can set up multiple types of ammo. Looking at the ammo settings, each one can be set with it's own cast time. I want to apply a buff on my unit with this ability that allows them to load their magazine faster.
So it takes 5 seconds to load "big attack". but when he's buffed, it only take 2.5 seconds to load "big attack"
I'm sure it's possible, but i haven't the foggiest how. ><
This field is the one I want to change through a buff. :
0
@CeejEngine: Go
I found a really dirty way to get around this.
Since I had Ammo2 already set up, I simply added an effect to the hangar (with a validator making sure that ammo2 spawned) that would do the search area -> kill off previous units effect.
It's kind of dirty, but it works.
Still open to hearing any other possible solutions.
0
Heyo, I searched around on the forums for awhile but couldn't find an answer for this.
I'm looking to take 5 units (let's say interceptors) that are part of a magazine and merge them. I can easily set up search areas, and kill them off and spawn a new one. But the newly spawned unit is not part of the magazine, so he doesn't behave the way the other do.
I tried to change the create unit effect into an effect that would issue the order to the carrier to simply build ammo 2, but that didn't seem to work for me either.
I've got the carrier set up with two different ammo types, and i can easily spawn an interceptor or a whatever-else through buttons. But I can't seem to activate it through another effect.
I'm pretty sure i'm just missing something simple, but after a couple hours of google searching and trying random stuff, i caved and decided to post. ><
0
Hey all,
I'm sure this has been answered elsewhere, I apologize in advance, but was unable to find it via the search function.
I've run into a roadblock trying to create a system of "rounds" similar to a fighting game.
Pretty much I want to set it up so that if all opposing players (or teams) are eliminated, to tick a victory and move on to the next round. It sounds pretty simple in concept, but I'm having a tough time figuring out how to trigger it to monitor if all other players/teams are inactive.
Thanks in advance.
0
I'm curious a bit about this. When you say the Event Handler can distinguish between players. I'm thinking that, if I correctly understand what you're saying, it could lead to me re-writing a lot of my code. (I'm not a programmer at all, just trying to learn all of this stuff)
Right now, I have it set up much like programmer states. Where I draw 8 dialog boxes (each in an array), each is showing to only a specific player. The same goes for every button inside of the boxes. Then i use parameters on all of the dialog functions to determine which player to show it too. I thought it was working pretty well, but when i tested it out today with some friends, one of the buttons wouldn't show up for player 2. Which is what drove my original post.
For single player testing, everything looks amazing. There's the ability to fully swap all the items in my dialog boxes, and it looks (almost) exactly how I want it to. But when i threw multiple people in there. stuff got wonky. I can't post the file now (i'm out of tow) but it's kinda like this
Loop that runs with i<=number of active players -> each loop iteration runs an Action definition (with a parameter of player number) (still a bit fuzzy on the difference between functions and action definitions, the seem REALLY similar to me.. TANGENT there!!! anyways... back on topic) to build dialog menu and dialog items -> from there i have dialog items that change around the other dialog items for each unique player dialog.
I know it's kind of hard to visualize in text and i apologize. I just really don't understand how it can be different between each player.
0
@fr0d0b0ls0n: Go
Yeah, I've pretty much surrendered to the dynamically created nature of the bunkers/dropships. I'm thinking about filling my dropship with "dummy" units just to avoid the error.
I basically have a hidden dropship that i load up, then they come in from offscreen and drop everything off. But i'm showing the contents of the dropship onscreen. I can't really think of an easier solution. ><
I really appreciate the response and the confirmation of my suspicions. :D
0
Anyone else seen this error?
I am attempting to lookup unit in a cargo ship.
I have 10 buttons, that each refer to 1 of 10 slots in the cargo ship.
So button 1 = cargo slot 1, 2=2, etc. Pretty simple.
When I look up each of the slots, they will (appropriately) return "no unit" if they are empty, or the unit type if full. When they are empty though, I get the following error : 00:00:06.44 Trigger Error in 'gt_MenuClicked_Func': Parameter out of bounds in 'UnitCargo' (value: 9, min: 0, max: 0)
As I add units to the cargo, the max increases, and once it's full, I don't get an error anymore, which makes sense.
The confusing part, is despite the error, I'm still getting returns of "no unit", which is exactly what I want. Functionally, it's doing what I want exactly, but it's giving me that error. :(
0
Hey all,
So I'm fairly new to mapping / custom games, and I had some odd results from some work I've done in the editor. As with any oddness, I wanted to ask around and see if people have come across similar issues or possible better solutions.
In attempting to setup a custom UI, I've created an action definition that set up the ui with an input parameter for the "player number". During map initiation I thought it would be slick to create a while statement that says "While i<= (Active Player) run the action definition for (i), increment i". Seemed like a great idea in my head, the issue I'm running into is that the interface doesn't come out to be identical for everyone. I know I could just use "create interface for all players", but then if player 1 clicks around on it, it messes up the ui for player 2, so i want them to be identical, but independent.
Have any of you experienced this? Or anything similar?
0
@Helral: Go
Awesome. I'll check it out as soon as I get home.
You may just be my hero. <3
0
Hey all,
I've been searching around on the site through the wiki and in the editor and can't seem to find the details I'm looking for on the default Cargo UI.
I'm looking to replicate this UI at another location on my screen and seem to have hit a roadblock with this. When you select a cargo ship/bunker/any unit that is capable of holding cargo, at the bottom center of the screen you have a fancy little UI that shows you the contents of the vehicle/building. With the ability to eject units by clicking on them.
Is there a way to "copy" this interface element and place it elsewhere on screen?
If anyone has any ideas, I'd be thrilled to hear them.
Thanks in Advance.