| 02-18-2006, 04:13 PM | #1 |
How do you easily simulate the yellow error messages like "Unit is already at full health" i dont know if this uses triggers or not. |
| 02-18-2006, 04:14 PM | #2 |
I remember coming across someone who made a jass function designed to perfectly replicate error messages. I don't know where that was, but I'm sending you to the triggers forum. |
| 02-18-2006, 04:18 PM | #3 |
JASS:function CS_Error takes player ForPlayer, string msg returns nothing local sound error=CreateSoundFromLabel( "InterfaceError",false,false,false,10,10) if (GetLocalPlayer() == ForPlayer) then if (msg!="") and (msg!=null) then call ClearTextMessages() call DisplayTimedTextToPlayer( ForPlayer, 0.52, -1.00, 2.00, "|cffffcc00"+msg+"|r" ) endif call StartSound( error ) endif call KillSoundWhenDone( error) set error=null endfunction This is from Vexorian's Caster System. The function is also know as 'SimError'. |
| 02-18-2006, 04:19 PM | #4 |
edit: this post had SimError on it. Anyways if you are gonna use that function without the caster system, rename it to SimError |
| 02-18-2006, 04:24 PM | #5 |
excellent, how do i make it play when a certain item called "Arrows" has no charges left when the hero holding it is trying to ttack |
| 02-18-2006, 05:06 PM | #6 |
It works like DisplayTextToPlayer(). I think if you have a trigger that detects the event "A unit is attacked" or something like that, you can stop the attacker before it fires, although I've never tried it so I don't know for sure. |
| 02-19-2006, 01:29 AM | #7 |
Currently I got a dozen triggers like that (basically stuff like stopping a car using a pizza to heal, or stopping a person driving a car from outside of the car, or stopping a person using a shotgun or pistol when they got no bullets) Bascially you need to detect when a unit attacks OR uses an ability OR uses an item and check the condition In your case the number of charges you have on the item arrows, or whether or not the unit has the item arrows. if if the unit has no arrows order unit to stop. And display a message to PlayerGroup (Player (owner of triggering unit)) However I'm not sure if you can stop an attack this way. It might work |
| 02-19-2006, 12:58 PM | #8 |
Alright, in the trigger that detects lack of arrows: Trigger: Arrows
That SHOULD be correct, but I dunno. I might have missed something |
