Yes, I know I can use Trigger actions, but it seems there's no action to lock that stuff, unless the status bar and the team color behaviors are locked by a custom script (which I'd have no idea how to write). And as you pointed it out, I'd like to lock Simple Command Card off as well (I found a workaround with altering buttons Simplified Text but I'd like a more systematic way).
I think it must exist an action to set the life status bar for units to be team-colored, and one to show the status bar only if the units are damaged, as I've seen it once in an arcade map (Tya's Zerg Defense), but I can't find it. Help?
I'm creating a list for some specific sounds (the choice is based on their parent sound). The list will have to be sorted, based on the typed words of the edit field. But to create the list in the first place I need to do a check through all sounds, so I split an array in two and used a For each integer action to handle the two sound data halves.
I tried different stuff but up to now I only managed to make the filter work. The full list only displays a dozen of items, where there should be quite a lot more. Plus, I get Parameter out of bounds error, and I don't understand the cause.
I'll leave a quick test map I made so you can see by yourself, hoping someone more experienced will eventually tweak it or figure out the problem. It shouldn't be too hard.
The Carrier Repair Drone is not seeming to always repair units as soon as their hp drop, I don't know why. So I thought about using a weapon to mimic the repair ability, I used a fake weapon that attacks on the move together with a simulated turret, the weapon is linked to a create persistent effect similar to the Disruption Beam, linked to the Carrier Repair Drone Heal Set effect. But the Repair Drone will just face towards the Carrier as to "attack" it without doing anything as soon as the hp drops.
That's what I tried, but when the Hellbat attacks it jump to the animation with shields already raised and it gets stuck in that animation until the attack ends.
I want the Hellbat to use the Cover Start A as attack launch animation (the one when he starts putting his shield on front) and then as ending attack animation something like putting the shields back and returning to standing stance. How do I do that with the actor events?
I tried creating a behavior with a 0.0625 period and as effect a search area linked to an issue order but it doesn't work. I think I need some more help.
By default Carrier Repair Drones (from campaign) only repair Carrier when idling or something like that, I don't know, but it behaves weirdly.
I want the Repair Drone to repair the Carrier as soon as the Drone idles, even when the Carrier is performing some order. I tried with validators but nothing went out of it.
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Thanks! I couldn't figure out in my life that the needed action was Override Player Option.
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Yes, but the problem is: what I have to do to force them?
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In reply to Forge_User_04585675:
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I think it must exist an action to set the life status bar for units to be team-colored, and one to show the status bar only if the units are damaged, as I've seen it once in an arcade map (Tya's Zerg Defense), but I can't find it. Help?
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I'm creating a list for some specific sounds (the choice is based on their parent sound). The list will have to be sorted, based on the typed words of the edit field. But to create the list in the first place I need to do a check through all sounds, so I split an array in two and used a For each integer action to handle the two sound data halves.
I tried different stuff but up to now I only managed to make the filter work. The full list only displays a dozen of items, where there should be quite a lot more. Plus, I get Parameter out of bounds error, and I don't understand the cause.
I'll leave a quick test map I made so you can see by yourself, hoping someone more experienced will eventually tweak it or figure out the problem. It shouldn't be too hard.
https://mega.nz/#!YZgAXZjS!j3zdh-rxHCXROsBQH0M2RPy0XD4_NkZpcBm2D9xq-eU
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I used AnimPlay but still nothing. Here's the Actor Events.
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I already tried removing those before, still didn't worked.
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And how you do that? I already tried once with area search periodic effects linked to unit behaviors, but it didn't worked.
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The Carrier Repair Drone is not seeming to always repair units as soon as their hp drop, I don't know why. So I thought about using a weapon to mimic the repair ability, I used a fake weapon that attacks on the move together with a simulated turret, the weapon is linked to a create persistent effect similar to the Disruption Beam, linked to the Carrier Repair Drone Heal Set effect. But the Repair Drone will just face towards the Carrier as to "attack" it without doing anything as soon as the hp drops.
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That's what I tried, but when the Hellbat attacks it jump to the animation with shields already raised and it gets stuck in that animation until the attack ends.
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I want the Hellbat to use the Cover Start A as attack launch animation (the one when he starts putting his shield on front) and then as ending attack animation something like putting the shields back and returning to standing stance. How do I do that with the actor events?
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I tried creating a behavior with a 0.0625 period and as effect a search area linked to an issue order but it doesn't work. I think I need some more help.
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By default Carrier Repair Drones (from campaign) only repair Carrier when idling or something like that, I don't know, but it behaves weirdly.
I want the Repair Drone to repair the Carrier as soon as the Drone idles, even when the Carrier is performing some order. I tried with validators but nothing went out of it.
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RAW DATA
IT GIVES ERROR
What's wrong?
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My current trigger is like the following, but it gives me an error like
"Frame GameUI/UIContainer/FullscreenUpperContainer/ChatBar cannot be attached to \Unnamed\Unnamed\GameUI"
or something like that. What's wrong?
Init
Events
Game - Map initialization
Local Variables
Conditions
Actions
Dialog - Hooks up an existing Panel in the standard UI called "GameUI/UIContainer/FullscreenUpperContainer/ChatBar"
Dialog - Move (Last created dialog item) to (0, 0) relative to Left of dialog for (All players)