eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 20 April 2017 01:46 AM
EDT (US)
51 / 78
OK no problem
Do you know how to fade to color for one player only ? Or do something that hide the screen for a time and just for one payer (in White if possible)?
It is for an original god power that use an Ardent Sun so the other player can't see there unit but can control it as "blinded" for one minute or something similar
scragins
Heretic of December
posted 20 April 2017 02:56 AM
EDT (US)
52 / 78
I seem to remember some for player triggers that I think Nottud made. I think it would be possible although you should probably be tested online to check it does not cause OOS. I don't know of a way to do it using pre-existing triggers so I will see if I can make or find something and get back to you within a couple of days.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 24 April 2017 00:19 AM
EDT (US)
55 / 78
Thank you a lot I will try it. It seems to be very simple when we see the code. What are the causes of OoS ? We can know a bit if a code will do that ?
scragins
Heretic of December
posted 24 April 2017 02:51 AM
EDT (US)
56 / 78
OOS occurs when different players have games that are not the same. So for instance if you were to make a trigger kill unit for player that would cause OOS as in one players game the unit would be dead but in others still alive. I think this should be alright since the OOS is not caused by different players having a different UI that I think this would be considered.
scragins
Heretic of December
posted 24 April 2017 07:18 PM
EDT (US)
58 / 78
I don't know how to let the player see the minimap.
What you suggested is the only way I know how to test online. Possibly test it with one of the friends you are going to play the map with.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 25 April 2017 02:26 AM
EDT (US)
59 / 78
Do you want to test ?
If not I've other Friend but I usually play with a "main Friend" that is in hollydays.
But you may not have time to do that...
Are you good in playing ? I'm not very strong and not very noob, I come from age of 3 which is a bit différent about gameplay
scragins
Heretic of December
posted 25 April 2017 07:47 AM
EDT (US)
61 / 78
No sorry, I don't have time to test it.
scragins
Heretic of December
posted 25 April 2017 06:23 PM
EDT (US)
63 / 78
It sounds like it worked then.
I'm not sure about transport unit in line.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 26 April 2017 02:24 PM
EDT (US)
66 / 78
No sorry I don't understand why you linked me this page.
I want to know if other things can be written in location of a number such as trQuestVarGet("xxx")
I've seen on your page
"trQuestVarCopy(string QV1, string QV2)" or
"trQuestVarEcho(string QVname)"
but with this info it can't work as a number, hein ?
I think you linked me interesting thing for trigger scripter only ^^ but I may have say something stupid.
scragins
Heretic of December
posted 26 April 2017 07:05 PM
EDT (US)
67 / 78
TrQuestVarGet will let you use a QV wherever you see a number. TrQuestVarSet will let you save any number as a QV. Any condition that compares a number to a stat such as enemy units killed or an amount of resources is a stat that can be saved as a QV.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 26 April 2017 07:24 PM
EDT (US)
68 / 78
OK I understand better, thank you.
This features look very useful, and because people answer me only with "trQV...", I deduce that they are the only things we can write instead of number. Am I right ?
scragins
Heretic of December
posted 26 April 2017 09:11 PM
EDT (US)
69 / 78
trQuestVarGet is a command that changes a QV into a number. Any command that generates a number (known as "long" or "float") can be used instead of a number.
Here is a bit more of an explanation that is what I think not necessarily what the community thinks so you may want to check it. A "long" is a whole number (e.g. 1, 4, 845) where as a float is a decimal number(e.g. 1.0, 4.0578, 832.583). A long can always be used where a command expects a float but a float can only be used where a command expects a long input if it is a whole number.
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 27 April 2017 03:39 AM
EDT (US)
70 / 78
Id, player = long
Amount, delta= float
So you say that we have to put a long instead of amoujt, delta ; and a float like 1,0 instead of id, player ?
It is very strange.
How do we know if it is a float or a long, this is automatic ?
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 24 May 2017 04:48 PM
EDT (US)
75 / 78
Another thing: I think that the arrays can be very useful for my scenary, but I don't know how they work...
And with the trigger loader we have also "quest string" and "vector" what is the difference between this objects and the normal quest var ?
eine_Gurkensalat
Mortal
(id: eine_gurkensalad)
posted 28 May 2017 03:42 PM
EDT (US)
77 / 78
OK thank you I think it needs some expérimentations.
Any answer for cUnitTypeMythUnit in v tpq start ? (why it doesn't work but no trigger block)