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    posted a message on Urgent UI Help for the 29th (Classified)

    Post pics of your edits of the core, tied, defeat and victory menu we all see in ladder. This is for a project I cannot disclose. Best work will be chosen, and that person will then get the information they need to complete the task. Good Luck, please share this to fellow UI Artists.

    Posted in: Team Recruitment
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    posted a message on how do I set the hotkey for Idle Worker Button

    Using idle worker as a reference.
    I'm really trying to set the hotkey for Warp gates. The Select All Warp Gates button uses W, which interferes with my qwerty hotkeys.
    So tell me how to set the idle worker hotkey, and I'll (hopefully) be able to figure out the select all warp gates issue.

    Thanks!

    Posted in: Data
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    posted a message on Bi-Weekly Testing Thread #7: Certamine by Caevrane

    Join Team Genesis, ask for players and our opinion for the game, and this "bi-weekly testing" thread. Theres a good chance youll get someone :) Just tell us the time. time zone, and region.

    Posted in: Map Review
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    posted a message on Locked Camera during Hero Selection

    What is the action that I need in triggers to lock the camera when players are choosing their hero?

    Currently players will use their mouse to press dialog items/buttons to which switch between heroes, but sometimes the mouse/cursor touches the edge of the screen, causing the entire "look at" camera action to be ineffective.

    Posted in: Triggers
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    posted a message on 1 Unit Selection Challenge

    Thanks guys! It works now! weird how the subgroup is in the unit, but the selection layer is in the model. The selection radius is also in the model for anyone else who finds this later.

    So how about the tree right clicking? I dont want any other units to be able to right click on a tree. Only unit that needs to be able to are collectors, as they harvest for wood. This issue causes a bit of a navigation/movement issue when you want to go just behind the tree as any other unit.

    Posted in: Data
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    posted a message on 1 Unit Selection Challenge

    right now... drag selecting over everything including units AND buildings... only selects a specific building; the docking bay.

    really a pain because when my base is being rushed.. I drag select to get my troops and it only selects this building... unaware I'd right click to make my units attack and I end up changing the rally of the building.

    Posted in: Data
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    posted a message on (Solved) Modifying multiple building selection

    I dont think you can do this. I suggest finding another way. And, I'm having a hard time understanding what you want haha.

    This is what I do understand: You have several units selected and you want certain abilities to show and other abilities to hide?

    You'd probably need to create your own dialog items that appear when units are selected, to replace command cards. Showing and hiding under if condition unit type is selected. IF all of these units are selected show then.. and if all of these other units are selected show these etc.

    Posted in: Triggers
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    posted a message on Salvage enabled for Unpowered?

    How do I enable Salvage for unpowered units?

    I have structures that require the powerfield, just like any other protoss building, but players can't salvage.

    Similarly, how do I disable a behavior and perhaps the animation (stand), when unpowered?

    Posted in: Data
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    posted a message on 1 Unit Selection Challenge

    Currently, Drag Selecting over several units and structures, only selects a structure. How do I make it so it Only selects all the units?

    How do I stop a unit from being able to right click onto a resource? (trees are resources in my game)

    Posted in: Data
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    posted a message on Unit Facing = random?? Dont want it. [Solved]

    Thank you so much!

    Posted in: Data
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    posted a message on Terrain Deformer for Docking Bay

    The model bleeds through the terrain, and if I cant get help with the terrain cells being removed upon unit creation AND added back when the unit is destroyed.. what do the actors look like for lowering the terrain slightly (that part I think i can do) and then putting the terrian back to how it was before the lowering happened if the unit dies?

    Posted in: Data
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    posted a message on Void Hero Glow update on Owner Change?

    I have a few units that do not have team coloring. Using Void hero glow to show the owner of that unit. When players leave the game, the ownership changes, but the color of these circles does not update. I saw a flag.. or property somewhere that says "respond to owner change". But even then, how do I do this in actor events?

    Posted in: Data
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    posted a message on Terrain cell removal at unit birth?

    The Docking bay unit uses a terrainobject doodad, which goes deep into the ground. Would be great if players could see all of it. is there a way to remove the terrain cells when the unit is created and then when the unit dies add the cells back so there isnt a huge hole?

    Posted in: Data
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    posted a message on Shared power field

    Seems I got a few data questions going. Well these are all things on my list that have been sitting for a while. How do I make it so player 1, for example, builds a pylon and then player 2 can build on that pylons power field? Without making pylon a shared unit.

    Posted in: Data
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    posted a message on ExperienceItemPickup Upon boss kill

    I'd like to use an existing item, that is a pick up.. and alter the unit that picks it up, rather than the player. All of my units have xp and levels. I saw a field for chaing what resource it awards.. ive seen items influence life of a unit too. Not sure how to make it add to that units xp.

    Posted in: Data
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