LocUnlock v1
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- poiuy_qwert
- Posts: 548
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Well obviously you are doing something wrong, or the conditions/actions you used are not working in melee. If you actually provided info I might be able to help, but really your post is useless. You need to learn how to get help correctly. Did you try what I told you at SEN? You never told me the results if you even did the test. If you still want help please post/pm your test exe and steps you used to create it and I will see if you set it up correctly. You could also check out the tests posted above to see a working example. Worst comes to worst it would be simple for me to modify LocUnlock for your usage.
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I did tell you the results of my test- it didn't work. The marine wasn't created. The trigger file is at SEN. The test exe you gave didn't work. It said MPQDraft couldn't load the plugins? So I recreated the exe and the triggers worked.
Results of my test:
1. Added triggers to .mpq.
2. Opened Firegraft.
3. Opened mod.
4. Added LocUnlock to list of MPQDraft plugins.
5. Saved.
6. Ran mod, triggers failed to work.
Results of my test:
1. Added triggers to .mpq.
2. Opened Firegraft.
3. Opened mod.
4. Added LocUnlock to list of MPQDraft plugins.
5. Saved.
6. Ran mod, triggers failed to work.
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- Posts: 8
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Sorry for being too vague. I will try to explain my problem as best as I can.
In the mod, many of the Terran units have shields. However, I want them to be set to 0% until a building ("Shield Generator") is built. When the building is built, the shields are set to 100%.
I am pretty sure that I am using the plugin correctly because when I tested the sample triggers included in the test zip, they worked.
Here are the two possible problems:
1. The Set Shield Percentage action does not work on units that did not previously have shields.
2. My triggers are messed up.
Can you check my triggers to see if I did something wrong?
In the mod, many of the Terran units have shields. However, I want them to be set to 0% until a building ("Shield Generator") is built. When the building is built, the shields are set to 100%.
I am pretty sure that I am using the plugin correctly because when I tested the sample triggers included in the test zip, they worked.
Here are the two possible problems:
1. The Set Shield Percentage action does not work on units that did not previously have shields.
2. My triggers are messed up.
Can you check my triggers to see if I did something wrong?
- modmaster50
- Posts: 72
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- modmaster50
- Posts: 72
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Can you help me compile this? Its a modified LocUnlockV1 that puts a 16x16 centered on all command centers and a 2x2 over all flag captures. I dont have a version of VC++ that supports using the solution file you gave me.
This will provide all of the functionality I need for coding the AI triggers for my mod and AITaunt.
EDIT: Code update! Code edited to also find flags. Check implemented to only find players 1-8. Ill use gas for lives instead of these weird units that I cant even remove one at a time.
EDIT2: Solved!
This will provide all of the functionality I need for coding the AI triggers for my mod and AITaunt.
EDIT: Code update! Code edited to also find flags. Check implemented to only find players 1-8. Ill use gas for lives instead of these weird units that I cant even remove one at a time.
EDIT2: Solved!
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