Subcategories

  • 0 Votes
    5 Posts
    789 Views
    Jason Green-LoweJ
    @wc_sumpton Well, yes, I agree that the way I'm creating the feature is far from ideal. I've got a cleanup trigger that resets the canBeMovedThroughByEnemies back to false at the end of each combat move. I would indeed prefer to have a supportAttachment, but my understanding is that those wouldn't work right now with the existing code, and I think tripleA is short enough on developers right now that it's not practical to request special features just for my map. I tried switching from directExclusion to (directPresence + invert), and that did the trick. Thanks again for the help!
  • preset User Notifications > Show trigger/condition chance roll failure

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    727 Views
    TheDogT
    Just in case you have you not tried; Game> User Notification> Show Trigger/condition Chance Roll Failure (UnTick) and for Success, but you have to do this manually and for each map. As Ebbe has asked above it would be great if the map maker could set this.
  • Roll a die and activate different triggers based on the result?

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    Jason Green-LoweJ
    @wc_sumpton Lol, yes, you've found the problem. There's nothing wrong with the code, but I put the enemy ships in Sea Zone 127 while I was testing, instead of Sea Zone 126. If I put the ships in the correct zone, everything works exactly as intended. Anyway, thanks again for all the support.
  • Suicide Units don't fire if not accompanied by non suicide units

    Moved
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    Jason Green-LoweJ
    @thedog That worked, thanks!
  • Can a condition check a player's total income?

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    5 Posts
    698 Views
    Jason Green-LoweJ
    @wc_sumpton This is great, thanks! I think it will work well.
  • Multiple Objectives Tabs?

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    5 Posts
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    Jason Green-LoweJ
    @wc_sumpton Thank you for the suggestion, but unfortunately the only effect seems to be that the single objective tab takes on the last name assigned. So I can rename the tab 'VPs', but I can't get a second tab this way.
  • Can a condition check how many units were built?

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    W
    @rogercooper Bloodbath Rules Cheers...
  • Reference the PU Value of a Territory in Triggers?

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    B
    @jason-green-lowe sweet never seen it on triplea before. Nice job. Look forward to checkin it out
  • How to pass on hits with "whenHitPointsDamagedChangesInto"

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    21 Posts
    4k Views
    ebbeE
    @beelee yes, that is the way it became... if a multi-hit unit is going solo... it is asking for trouble so in this case it is a defensive structure, which makes a bit sense... when all supporting units are down, it will be more vulnerable ....
  • First time making a map

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    47 Posts
    11k Views
    TheDogT
    I assume they are impassable, so I would put them on their own layer. Even if not I think I would put them on their own layer.
  • Flag Display, Tech/Stats window

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    2 Votes
    2 Posts
    524 Views
    Black_ElkB
    ps. quick follow up Q Does anyone know if it is possible to separate the flag and small flag used by tripleA for the unit flag displays from the images used in the menu displays? Right now TripleA uses the same image for both the stats menu stuff and the unit flag display (if you turn that feature on). But it would be ideal if these could be separate images since their function's are pretty different. If we could use different sized graphics for each we could get the flag display options for the units to be more flexible. Here's another example showing theFrostion roundel pucks for unit "flag display on = large." I sized his puck at 36x52 for the Declaration of War screen (it is upscaling/compressing as mentioned in the post above for the menu type screens) but it would be nice if we could get a separate image for the unit flag display. Some example screens DOW screen 36x58px flags [image: 1676107948670-dow.png] 36x58px Unit Flags on Large, Unit view 100% [image: 1676107955628-ships-and-chips-100.png] 36x58px Unit Flags on Large, Unit view 125% [image: 1676107962804-ships-and-chips-125.png] Small flags in Battle Calc, Unit flag on Large, Unit view 100% [image: 1676109801939-small-flags-in-calc.png] Unit flags on Small [image: 1676110103577-small-flags-on-units.png] Ideally we'd want to pull a different image/size for the flag display options large and small on the units, than the graphics used in the stats and menu windows. Like a smaller puck say. But right now it pulls from the same graphics. I think it was probably to eliminate redundancy when tripleA was first built maybe? Or maybe the image compression thing is similar? but anyway, the file sizes of the images are rather small, and the utility of having more graphics options would be very nice, especially if trying to do a larger map/unit display. Any ideas on how to pull that off?
  • How to create random spawning during the game?

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    W
    @ebbe
  • Invisible Islands for placement of units :-/

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    724 Views
    TheDogT
    @cernel A few hours later and in 2.5 the missing islands are working as they should, thanks again!
  • Having a player with whitespace in the name

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    1 Posts
    408 Views
    No one has replied
  • Chinese view on the world map?

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    B
    yea AK such an important piece for USA. Definitely be Nuking those commie bastards from there lol
  • Basic XML Error/Unpacking/Packing

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    B
    @gunther-s :flexed_biceps: yea idk either seems some of the different OS react differently on some stuff
  • How to modify borders on an existing map

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    4 Votes
    108 Posts
    48k Views
    Davor PavlićD
    @thedog It worked!
  • What is the polygon grabber?

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    448 Views
    TheDogT
    @conofive Load TripleA Map Creator Tools button Step 2: Map Utilities button Run the Polygon Grabber button
  • Building multiple unit types with productionPerXTerritories?

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    Jason Green-LoweJ
    @wc_sumpton Thank you! This works exactly as intended. I appreciate both the solution and the fact that you took the time to explain what was going wrong and how to fix it! I feel much better now and I should be able to finish my mod.
  • Is the TipleA engine sufficient to run this hypothetical map?

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    10 Posts
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    LaFayetteL
    @cernel It depends on how much support is provided by Java Swing to render webp. Though, the big gains will be from simplifying the code and not storing in memory images that are unnecessary. The mini-map is stored in memory at full size and is constantly shrunk down to the small mini-map size (that is a large chunk of memory usage right there). So, a better format could have some gains if it is efficiently handled.

Recent Posts

  • @lafayette said in https://triplea-game.org/maps-list/maps/:

    Couldn't help myself and updated the front page too:

    I knew I saw it somewhere lol

    You been Kicking Ass Well done :thumbs_up:

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  • Updates:

    several website tweaks, should look better in general & on mobile where the nav is now a proper nav

    the maps listing running out is very sus. Beyond known issues (not all maps being indexed), that looks like a new one. Plus side, once we fix the server side of that issue, the page will be fixed automatically within an hour.

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  • @rogercooper yeah it’s also cut off at n we noticed that today during office hours 🙂

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  • @ubernaut It is showing incomplete mods that should not be displayed.

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