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    posted a message on "Records" - How do I use them?

    Oh ok. So I create a Variable of the type "- record". If I set the Variable to Array of 16, can I then have 16 different instances of the Record? So that Record[1].Integer and Record[2].Integer are different values, or will I have to do it like Record.Integer[1] and Record.Integer[2]?

    Posted in: Triggers
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    posted a message on "Records" - How do I use them?

    I've read in a few threads that I can use Records to organize my Variables. But I can't figure out how to use them.

     

    I've made a Record, created Variables inside it, but when I go to a trigger and use the Set Variable action I can't find the Record or the Variables inside it?

    Posted in: Triggers
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    posted a message on How do I move the "MenuBar" to the bottom left corner?

    How do I move the MenuBar to the bottom left corner? 

    I assume I'd have to use the same method to move the Inventory Panel, as I have to move that aswell.

    Posted in: UI Development
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    posted a message on Portrait rendering in front of UI element?

    I'm not really sure how to make it specify which channel to render on? How do I make it not render on LDR, as that could be the case? 

    Posted in: Triggers
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    posted a message on Any way to create a shields/health/energy bar as a UI element?

    Is it possible to create a health bar at the bottom of the screen, which will display the shields, health and energy of the selected unit with UI elements?

     

    I wan't it to resemble something like this.

     I've sort of managed to move the command buttons, but I'd also love to know how to make the BehaviorPanel horizontal and move it above the CommandPanel.

     

    I'm pretty new to UI editing, so any help would be appreciated.

    Posted in: UI Development
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    posted a message on How do I hide the ConsolyPanel, but keep the part around the minimap?

    Can I hide the console panel, while keeping the part around the minimap? If so, how?

     

    Also, how do I keep the portrait, and move to a different anchor and rescaling it?

    I wan't it moved to, and scaled to

    bottom offset "5"

    center offset "189"

    height "120"

    width "76"

    Posted in: UI Development
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    posted a message on Portrait rendering in front of UI element?

    I have a custom UI element, which renders with the priority of 500. I wan't to create a portrait on top of that, but for some reason I can only make it render underneath.

     

    I used these trigger actions:

            Portrait - Create a portrait sized (76, 120), at position (189, 5) relative to Bottom of screen,  and show model LichPortrait (Unnamed) (look from camera Default Portrait Camera and play its Default animation) (initially Visible) (Wait until loaded)
            Portrait - Turn (Last created portrait) border Off
    

     

     

    How do I solve this, so it renders on top?

    Posted in: Triggers
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    posted a message on Only show 6 command buttons, hide the rest, and move it to center bottom?

    Figured it out:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="Frame" name="GameUI/UIContainer" file="GameUI">
            <Frame type="Frame" name="ConsoleUIContainer">
                <Frame type="CommandPanel" name="CommandPanel" template="CommandPanel/CommandPanelTemplate">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-8"/>
                    <Anchor side="Right" relative="$parent" pos="Mid" offset="227"/>
                    <Width val="454"/>
                    <Height val="76"/>
                <Frame type="CommandTooltip" name="CommandTooltip" template="CommandButton/CommandTooltipTemplate">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-100"/>
                    <Anchor side="Right" relative="$parent" pos="Mid" offset="235"/>
                </Frame>
            <Frame type="CommandButton" name="CommandButton00" template="CommandButton/CommandButtonTemplate">
                <Anchor side="Top" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            </Frame>
            <Frame type="CommandButton" name="CommandButton05" template="CommandButton/CommandButtonTemplate">
                <Anchor side="Top" relative="$parent" pos="Max" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            </Frame>
            <Frame type="CommandButton" name="CommandButton09" template="CommandButton/CommandButtonTemplate">
                <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
            </Frame>
            <Frame type="CommandButton" name="CommandButton10" template="CommandButton/CommandButtonTemplate">
                <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
                <Anchor side="Left" relative="$parent/CommandButton09" pos="Max" offset="#CommandButtonGap"/>
            </Frame>
        </Frame>
        <Frame type="Image" name="CommandPanelBorder">
            <Anchor side="Top" relative="$parent/CommandPanel" pos="Min" offset="-124"/>
            <Anchor side="Bottom" relative="$parent/CommandPanel" pos="Max" offset="55"/>
            <Anchor side="Left" relative="$parent/CommandPanel" pos="Min" offset="-24"/>
            <Anchor side="Right" relative="$parent/CommandPanel" pos="Max" offset="24"/>
            <Texture val="Assets\Textures\ui_battlenet_glues_pageassets_dialogbg.dds"/>
            <TextureType val="HorizontalBorder"/>
            <RenderPriority val="500"/>
        </Frame>
        <Frame type="InventoryPanel" name="InventoryPanel">
            <RenderPriority val="499"/>
            <Frame type="CommandTooltip" name="InventoryTooltip" template="CommandButton/CommandTooltipTemplate">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-190"/>
                <Anchor side="Right" relative="$parent" pos="Mid" offset="235"/>
            </Frame>
            </Frame>
        </Frame>
    </Frame>
    </Desc>

     

    Posted in: UI Development
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    posted a message on Only show 6 command buttons, hide the rest, and move it to center bottom?

    How would I show 6 command buttons in a 6x1 line, hide the rest and move it to the bottom center?

    Posted in: UI Development
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    posted a message on 10x1 Command Card and Resized Inventory - How to do this?

    https://www.sc2mapster.com/forums/development/ui-development/165538-sc2layout-snippits?comment=11

     

    The linked file in this comment is not available in, and I'd like to do this. How can it be done?

    Atleast the command card moved and only showing 10x1.

     

    Oh.. Found it in a post below, didnt realise that was it. This is solved.

    Posted in: UI Development
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    posted a message on Spawning units into an a Region

    One method I can think of, is to monitor when a unit is build, then add it to a unit group. Then pick each unit in the unit group and spawn a unit of the unit type of picked unit in the region you want.

    Something like that. When a unit is finished constructing, add finished unit to unit group. If the unit uses a "Sell" ability, remove it from unit group.

    Posted in: Triggers
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    posted a message on Display total experience, not levels

    If you set a unit's death time to -1 and use a revive action, it will retain it's exp and levels (even though you don't need it),

    Posted in: Data
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    posted a message on how to randomize teams

    You can have an Integer global variable, with an array of 12.

    Then you put all players in a player group at the start of the game, and pick each player in the player group and set IntegerVariable[Picked Player] to an increasing value.

    something like this

    Set X = 1
    Repeat 12 times
      Set IntegerVariable2 = Random Player from Playergroupwithallplayers
      Set IntegerVariable[Integervariable] to X
      Modify X + 1
      Remove IntegerVariable2 from playergroupwithallplayers
    

    Then instead of using triggering player (or whatever you need) in your map, you use IntegerVariable[Triggering Player]

    Posted in: Triggers
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    posted a message on Heroes of the Storm Gates

    @DrSuperEvil: Go

    Oh, totally forgot to explain my thought process on that part.

    Make the blocker units have a collision type such as forcefield (don't use forcefield, use something your units that should be able to pass does not have) and then you can have players on team 1 have units which does not collide with those blocker units, and players on team 2 the oposite.

    This might need a Team 1 version and a team 2 version for each unit. I don't know if you can modify collision types with triggers.

    Posted in: Data
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    posted a message on Heroes of the Storm Gates

    Othervise you could create a line of invisible units in a line where the gate should block, and have a trigger remove them when the gate is destroyed.

    Posted in: Data
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