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Cliffs in editor IMPLEMENTED
Posted: Thu Mar 24, 2016 8:22 pm
by Disco
Im absolutely terrible at explaining things...so i'll try to communicate through pictures:
Hopefully you can make out my rather crude outlines around cliffs, that are missing from the "cliffs" section of the editor...and are found in the "all" section.
Cliff's have caused me alot of problems making...but it would have been easier if they ALL were in the same section. I didnt notice this till today (duh), so yeah...its kinda tough making them fit together nicely, when 4 corner parts are missing lol
Thanks

Re: Cliffs in editor
Posted: Thu Mar 24, 2016 10:32 pm
by COOLguy
It is because those have the master tile as ground. Those first two are all ground and so cannot be in the cliff section.
Re: Cliffs in editor
Posted: Fri Mar 25, 2016 12:14 pm
by Disco
Ah right on! Thanks for explaining

Re: Cliffs in editor
Posted: Fri Mar 25, 2016 8:35 pm
by Disco
And which is why...I now have units, that are supposed to be stuck on cliff-tops, running around on ground level
Damn..back to the drawing board

Re: Cliffs in editor
Posted: Sat Mar 26, 2016 5:04 am
by COOLguy
No, they should all fit together so that no matter how you do it there is a mountain tile at the edge (if you are matching them correctly)
Which tile (ID please) is messing you up?
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 7:08 am
by Disco
COOLguy wrote:No, they should all fit together so that no matter how you do it there is a mountain tile at the edge (if you are matching them correctly)
Which tile (ID please) is messing you up?
I'll do a little test in a bit mate. Need a coffee in the morning.
The thing is, the map has a trigger as well, that doesnt seem to work either (disable units in area). They are not only moving but jumping off cliffs too lol.
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 7:45 am
by Disco
Right firstly, ive just read a post about the disable objects in area trigger. So I need to put each unit type I need to be disabled..thats 22 different units!
I may just spawn them in instead..in parts. Unless there is a work around?
Now the fun with cliffs (which look great by the way).
1st turn:
2nd turn:
Yep I can see the tiles that are causing the problem. The only thing is...it took me ages to get this cliff to somewhat join up. May just scrap an start again?
Thx for any help Coolguy

Re: Cliffs in editor
Posted: Sat Mar 26, 2016 7:50 am
by Hardeep
The unit type field in the disable object effect is purely optional
It feels very good to help someone wirh triggers!
There are to few truggered maps as of right now, new maps that are simply scrapped together. Good to see some quality!
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 8:02 am
by Disco
Hardeep wrote:The unit type field in the disable object effect is purely optional
It feels very good to help someone wirh triggers!
There are to few truggered maps as of right now, new maps that are simply scrapped together. Good to see some quality!
Thanks.
On the disable units in area trigger.
- Cond: Player 1 turn 1 started.
- I have it set at player "2" (which is AI).
- Area (whole map).
- Unit (no unit selected))
But it only seems to effect one colour (I have 3 AI armies blue/green/yellow). Blue is disabled, but green and yellow still moves.
Have i done it wrong? Or is there a better way?
Any help would be appreciated mate, thanks.
P.S. I deleted the trigger for the screen-shots..an strangely yellow didnt move lol. Actually scrub that, I grabbed before yellows turn

Re: Cliffs in editor
Posted: Sat Mar 26, 2016 8:33 am
by TheBluePhoenix
Thats because you chose player 2 for disabling.for each unit dosabling within the selected area, leave that space blank.(but as u have selected the whole map area, even ur units will be disabled
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 9:51 am
by Disco
TheBluePhoenix wrote:Thats because you chose player 2 for disabling.for each unit dosabling within the selected area, leave that space blank.(but as u have selected the whole map area, even ur units will be disabled
Ahhh..ok i think i understand. I'll give it ago later, an leave player 1 units out of the area. Hopefully it will work thx

Re: Cliffs in editor
Posted: Sat Mar 26, 2016 12:28 pm
by Disco
Right Ive fixed the cliff problem, looks a wee rugged..but theyre stuck up there now lol
Though im still stuck on this trigger.
I tried leaving my units out of the area, and setting no player number in the disable unit section (which results in missing trigger).
No unit types in type section..only disables
Blue units.
Green and
yellow, even though under command of player "2" (same as
Blue units), still move.
Is it possible to disable all player "2" units on a map, no matter what colour they are?
I really want to crack on with this map today..as i'll be drunk later. And if it means having to disable each unit individually, then this will take probs a couple hours. Then enabling them another 2 hours...man thats one long couple of triggers lol
Help needed please, and thanks
(I think Daniel is getting annoyed with me e-mailing him, so id rather find out from you chaps before he bans me

)
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 12:45 pm
by COOLguy
hmm, okay. I see the problem tiles. If I get time, I will send the fix to Daniel.
Re: Cliffs in editor
Posted: Sat Mar 26, 2016 1:17 pm
by Disco
COOLguy wrote:hmm, okay. I see the problem tiles. If I get time, I will send the fix to Daniel.
Thx buddy!
Ive solved the trigger issue..I just turned all to
Blue lol. Sacrificed some story, for stress relief
Thx for help guys. This can be locked.
Re: Cliffs in editor
Posted: Mon Jan 02, 2017 8:00 pm
by Stratego (dev)
is here still any problem?