• 0.960883571099862

    posted a message on A number of questions about Trigger related issues

    You hookup the UI then you can change the texture used for the Image UI element for specific players.

     

    You should be able to edit the XML directly in the UI editor. Otherwise save the map as a SC2Component folder and use Notepad++ or something similar.

     

    2. If you Right click the list of layouts you should just be able to select Add layout and name it. The rest can be done using Notepad++.

     

    3. You can show/hide specific dialogs for specific players. The console UI will be tricky but with the resource panel you just hook it up and then you can use the Set Dialog Item Image trigger action for specific players. The console panel models are automatically set based on the import file path https://sc2mapster.gamepedia.com/UI/Referencing gives some clues as to how to do it. You can also create a .txt file called Assets under the GameData folder of a SC2Component folder and use that to reroute textures for different races (eg. UI/ConsoleModelCommandPanel_Terr=Assets\UI\Console\Terran\ConsoleTerran\ConsoleTerran_02.m3). You can then link specific UIs to dummy races and set them based on the selected faction. Whole screen cutscenes could also work.

     

    4.1. seems the default image is not being removed which indicates the individual buttons are not being hooked up correctly.

    4.2. The buttons shown in the command panel are set based on the command card of the caster unit added to the group. The number and positioning is determined by the UI layout.

    4.3. Again set by the anchors of the UI layout.

    4.4. They did show up as can be seen by the hotkey letters just the image is not being shown. Again this indicates the hide animation for the EmptyImages of the UI layout are not working correctly. The lower Stukov buttons are showing because they are using unmodified command panel buttons.

     

    Posted in: Triggers
  • 0

    posted a message on Reviving recently killed units through ability

    So it might be an issue with the actors becoming orphaned. You probably will need a Simple type actor that uses an Effect actor event to destroy the::Main actor.

    Posted in: Data
  • 0.960702727693019

    posted a message on A number of questions about Trigger related issues

    You need to modify the ResourcePanel frame used by the GameUI layout like done for the inventory ability in the tutorial on the wiki (https://sc2mapster.gamepedia.com/Tutorials/Fixing_inventory_buttons) and then hookup the Image frames under the ResourcePanel layout ResourceFrame frame that is part of the GameUI layout.

     

    My brother made a demo map: https://www.sc2mapster.com/forums/development/data/158163-how-to-change-resource-icon#7

    Posted in: Triggers
  • 0.960593416782568

    posted a message on Reviving recently killed units through ability

    So you are using a Revive type ability and are using it via an Issue Order effect based on the findings of your search?

     

    Otherwise set the Effect: Type Fallback Unit - Value field of your Create Unit effect to the target. Remember to remove the corpses using a Damage type effect afterwards.

    Posted in: Data
  • 0

    posted a message on Funny issue with Automatic Geyser.

    Those are created by Text type actors. They are usually created in response to a periodic effect used by the structure. The text actor is usually hosted as an attachment of a Site (Mover) actor that moves it around after creation.

    Posted in: Data
  • 0

    posted a message on Funny issue with Automatic Geyser.

    The structure has a Buff behaviour that uses a periodic Set effect which uses a Modify Unit effect to reduce the amount on the structure and a Modify Player effect to add the specific resource type to the player.

    Posted in: Data
  • 0

    posted a message on Obelisk Laser Beam

    Do you mean a 3 second delay between target acquisition and firing or just 3 second period?

    Posted in: Data
  • 0

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    I am the wrong person to ask about AI.

    Posted in: Data
  • 0

    posted a message on Allied Commanders and Warcraft 3 data dependencies together.

    Export and re-import.

    Posted in: Data
  • 0

    posted a message on How to make a buff launch a missile at the caster?

    Actually crypt fields are more likely to have used a Launch Missile effect with the Return flag.

     

    Why not just use Caster for the Target: Impact Location - Value of the Launch Missile effect and forget about the search?

     

    Also rather use a Create Persistent effect for the delay than a Buff since buff stacks can lose who the caster was if applied by multiple units.

    Posted in: Data
  • 0

    posted a message on Kill Experience % bonus when killing specific units

    So you want a unit to have a buff with a damage response on attacker that applies the buff to the target if fatal damage is dealt via a damage response on defender?

    Posted in: Data
  • 0

    posted a message on How to make a missile affect units only once when it passes through them?

    Markers are very fussy.

     

    I prefer to use a Buff behaviour to mark hit units.

    Posted in: Data
  • 0

    posted a message on Allied Commanders and Warcraft 3 data dependencies together.

    The allied commanders mod has some rather invasive triggers In the library unless you are making all units from scratch.

    Posted in: Data
  • 0.960747663551402

    posted a message on A number of questions about complicated issues that I need some help with. [Project Critical/FinalTouches]

    Worst case you could use XML for the morph directly.

     

    Impossible the campaign function to launch other maps is single player only. The only work arounds are scaling stuff very small and having a large map with segments representing the different fields of play limited by the map bounds set by triggers like the bonus WOL mission or doing like Delphinium did and using triggers to completely rescuplt the terrain based on stored variables.

    Posted in: Data
  • 0

    posted a message on Is "Set playable map area" trigger action bugged?

    Unless you want combat and the AI to keep attacking outside the field of view.

     

    I would say it is a good idea otherwise you will not find them in the same state as you left them.

    Posted in: Triggers
  • To post a comment, please or register a new account.