I haven't checked this at all to see if this works, and i'm not the best with doodad spawning, but after you spawn the actor i think you also need to spawn the actor model for it and attach it, in order for it to exist out of sight. If this doesn't work don't blame me. Sorry i'm not helpful at all.
For the attack, go to your ultra actor. go to events,
The should be an event like weaponstart.[nameofweapon].attackstart
change the weapon name to your weapon.
Your welcome.
I was doing active players before T_T. But I"VE GOT IT FIXED NOW :). Trieva got me on the right path for fixing it. I had to do it individually, but the for player group loop didn't work, i had to do a for each integer from 1 to 15 inc 1. With an if then checking if the status of the player was that he was playing. Then show it to player x. I attached a picture to explain better.
Thanks for the suggestion. After finding a good spot to place it, (wanted to nest it in a funtion i had already) it worked. (nope nvm now) IDK why don't ask me, but editor is weird about that for some reason. All my other dialog is shown 1 by 1 in my map so i never had problems with any others, but yeah 1 by 1 is the way.
Dialog - Create a Modal dialog of size (Dialog Width, Dialog Height) at (0, 0) relative to Center of screen
Variable - set user selection dialog = (last created dialog)
General - For each integer iRow from 1 to nRows with increment 1, do (Actions)
Actions
Variable - Set x = cDialog Border
General - For each integer iCol from 1 to nCols with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
iButton < nUnit Buttons
Then
Dialog - Create a button for dialog (Last created dialog) with the dimensions (cButton Size, cButton Size) anchored to Top Left with
an offset of (x, y) setting the tooltip to Unit Buttons[iButton].Tooltip with button text "" and the hover image set to ""
Dialog - Create an image for dialog (Last created dialog) with the dimensions (cIcon Size, cIcon Size) anchored to Top Left with an offset of ((+ (x, cButton Inlay)), (+ (y, cButton Inlay))) setting the tooltip to "" using the image Unit Buttons[iButton].Icon as a Normal type with tiled set to false tint color White and blend mode Normal
Sorry to necro this But could you also mention that parameters in functions are passed from the trigger(as in you set their values there, not just as you say it infromation that you put in, thats not descriptive enough of how awesome they are). When i first started using the editor i thought it was the same as using a variable in the trigger(you know set it in the trigger using the set variable function), only it was like a global variable, and so i thought screw functions i might as well just use triggers. But then later i found out that it's a hell of a lot easier to use parameters than it is to use variables.
It was the exact same unit. as i said before i placed a copy of the unit it was supposed to change into and i can do everything, just the morphed unit could not. I figured it out at some point, but i don't remember what it is i did.
it has the abilities, and when i just have it there at the start from placing it in editor it has the abilities, but when i morph it doesn't. The marine it morphed into only has the ability to stim and that's it. So right now i'm just fiddling with the data editor to see if i can magically get it to work. (apparently abracadabbra doesn't, I still have to try open sesame, and kazaam, and ooga booga.)
I created a morphing unit using the Star Edit morphing tutorial (couldn't find one on the site just some links to this one) I did all that, but when i morph my unit, the command card goes blank except for unit specific abilites i.e. the attack, patrol, hold position, etc.. buttons disappear, but the marine can stim, just can't move. placing those 2 same units on the map before hand they have their whole command cards and can move. But after transformation they can't.
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you cannot convert text into anything, you can convert anythign into text but not vice versa
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I haven't checked this at all to see if this works, and i'm not the best with doodad spawning, but after you spawn the actor i think you also need to spawn the actor model for it and attach it, in order for it to exist out of sight. If this doesn't work don't blame me. Sorry i'm not helpful at all.
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For the attack, go to your ultra actor. go to events, The should be an event like weaponstart.[nameofweapon].attackstart change the weapon name to your weapon. Your welcome.
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I was doing active players before T_T. But I"VE GOT IT FIXED NOW :). Trieva got me on the right path for fixing it. I had to do it individually, but the for player group loop didn't work, i had to do a for each integer from 1 to 15 inc 1. With an if then checking if the status of the player was that he was playing. Then show it to player x. I attached a picture to explain better.
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Sorry bout that, it was supposed to be user selection dialog up there. Just wasn't thinking when I typed it I guess. Fixed it now though.
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Nvm still not working, aaaargh
I'll get back to working on this in the morning.
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Thanks for the suggestion. After finding a good spot to place it, (wanted to nest it in a funtion i had already) it worked. (nope nvm now) IDK why don't ask me, but editor is weird about that for some reason. All my other dialog is shown 1 by 1 in my map so i never had problems with any others, but yeah 1 by 1 is the way.
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Like the title says my dialog won't show if there is more than 1 person in the game.
This dialog is based on the Basic dialog part 1
Variables
User selection Dialog=no dialog<dialog>
Function: User selection dialog-create
Local Variables nRows = (Ceiling(((Real(nUnit Buttons)) / (Real(nCols))))) <Integer>
Dialog Width = (+ (cDialog Extra, ((+ (cButton Size, cButton Gap)) * nCols))) <Integer>
Dialog Height = (+ (cDialog Extra, ((+ (cButton Size, cButton Gap)) * nRows))) <Integer>
x = cDialog Border <Integer>
y = cDialog Border <Integer>
iRow = 0 <Integer>
iCol = 0 <Integer>
iButton = 0 <Integer>
Actions
Dialog - Create a Modal dialog of size (Dialog Width, Dialog Height) at (0, 0) relative to Center of screen
Variable - set user selection dialog = (last created dialog)
General - For each integer iRow from 1 to nRows with increment 1, do (Actions)
Actions
Variable - Set x = cDialog Border
General - For each integer iCol from 1 to nCols with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
iButton < nUnit Buttons
Then
Dialog - Create a button for dialog (Last created dialog) with the dimensions (cButton Size, cButton Size) anchored to Top Left with an offset of (x, y) setting the tooltip to Unit Buttons[iButton].Tooltip with button text "" and the hover image set to ""
Dialog - Create an image for dialog (Last created dialog) with the dimensions (cIcon Size, cIcon Size) anchored to Top Left with an offset of ((+ (x, cButton Inlay)), (+ (y, cButton Inlay))) setting the tooltip to "" using the image Unit Buttons[iButton].Icon as a Normal type with tiled set to false tint color White and blend mode Normal
Else
Variable - Modify x: + (+ (cButton Size, cButton Gap))
Variable - Modify iButton: + 1
Variable - Modify y: + (+ (cButton Size, cButton Gap))
End
I then call it up in my own trigger
Trigger: Start of game
Event: Map initialization Actions:
Initialize unit buttons () User selection dialog create () Dialog - show user selection dialog for (active players)
End
When i play by my self they show up, but when i add other people they don't show at all. Any ideas?
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I created a morphing unit using the Star Edit morphing tutorial (couldn't find one on the site just some links to this one) I did all that, but when i morph my unit, the command card goes blank except for unit specific abilites i.e. the attack, patrol, hold position, etc.. buttons disappear, but the marine can stim, just can't move. placing those 2 same units on the map before hand they have their whole command cards and can move. But after transformation they can't.
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@cgsource
When will i be able to play your game it looks amazing. XD
Do you have a time estimate of when you have it ready for bnet?