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    posted a message on Lowest Terrain Movement Only, is it possible?

    Probably would need to make a custom Avoid type mover that uses air pathing but cannot cross cliff.

    Posted in: Data
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    posted a message on UI Questions and Answers

    1. So you are saying it is going from normal to stretched? With the setup I used for my demo map the stretching is based on the scale of the Model type actor (from the Actors data type) hosted on the portrait actor. The animation should just move the entire parent frame into position. If you want to replace the console models you do not need any animations to change anchoring positions and are going to have to set the portraits that they do not accept mouse hit (<AcceptsMouse val="false"/>) and then create a dummy button with a <HitTestTexture val="xxx.dds"/> property that uses a texture mask in the outline of the console model.

     

    2. You mean all the stuff found under the Alerts data type? The race is determined by the 4 letter race attribute ID added onto the Alert name ID. eg AddOnComplete_Prot.

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

    Under the Terrain Types data type you can set the visual properties of the creep.

    Posted in: Data
  • 0.955020080321285

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

    1. You probably want to have a custom action definition for setting up the boss bar properly and use Catalog Field Value Get functions to get the info for your hero unit or use the Set Boss Bar Boss action. Have your trigger spawning the unit show the boss bar and then use the Last Created Unit function to link your unit to the boss bar and set it to a variable for later use. You can then have a unit dies event that uses the unit stored in the variable for a condition to hide the boss bar again.

     

    2. Probably would involve modifying the Chat Panel UI Layout or something like that. Not sure on that one.

     

    3. You are on the right track except you should look towards UI Layouts. I would advise looking at the CU_CustomMutatorStartGame trigger of the allied commanders mod and the associated CountdownContainer frame of the Coop_CustomMutatorSelection layout.

     

    4. Anchor controller animations of the UI Layout are the only way to efficiently do that or alternatively you could do like my dialog test demo map (https://www.sc2mapster.com/projects/the-assets-of-evil/files/2497484) and use multiple move actions periodically.

    Posted in: Triggers
  • 0.955056179775281

    posted a message on How do I export triggers (Custom Scripts)?

    There should be a file called Triggers in the folder. You can open this with notepad++.

    Posted in: Triggers
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    posted a message on Damage system with stats

    Depends on the sort of scaling or if it is just like an upgrade that applies to all units.

    Posted in: Triggers
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    posted a message on Why do models become black ingame sometimes? [Picture]

    Use Crtl+Shift+F10 and try a different light under the Lighting menu.

     

    If it is a custom model make sure that the diffuse texture is mapping to the correct parts of the model.

    Posted in: Data
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    posted a message on override target with closest target

    So you want the hero to have a higher Combat: Attack Target Priority while the weapons do not have the Continuous Scan flag enabled.

    Posted in: Data
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    posted a message on How do I export triggers (Custom Scripts)?

    So you saved the map as a components file?

    Posted in: Triggers
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    posted a message on How to create a bank that records when a player wins?

    Look at the coop maps how they specify win/loss.

    Posted in: Triggers
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    posted a message on Why do models become black ingame sometimes? [Picture]

    What lighting you using?

    Posted in: Data
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    posted a message on Give units Veterency, Medivac no longer heals?

    Maybe a validator issue?

    Posted in: Data
  • 0.955078915418859

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

    1. That frame is unrelated to the buttons and only affects the background model for the command panel.

     

    2. Adjust the anchors. In the current setup the portrait is anchored to all sides of the parent frame (which is anchored to the top of the screen) so takes the size of that minus any offsets. If you only anchor from two perpendicular sides you can set the size using the  <Width val="0"/> and <Height val="0"/> properties. To move the actors inside the portrait you need to use the SOp (Local offset) site operation under the Actors data type.

     

    3. It is an Anchor type animation called Move used by the UI Layout. When it gets the Move string signal from the Dialog Item Send Animation Event trigger action it uses the Anchor controller to move the parent frame (Mainframe). The time is at what point of the animation it does things and over what time period and the value is how far it is offset by.

     

    4. The command panel at the top of the screen is just like the one in the lower right of the UI except some of the buttons have been moved and there are some animated image frames to act as filler if there is not an ability on the unit group linked to it by the triggers.

     

    5. The console panels are actually models and resist chance. The answer Talv gave is the only current way to change the models since console skins require trigger actions that are blizzard only. This method will require you to change the race of the faction to change the cursor/console models. Also the UI Layout with the console panel models is the Console Panel layout.

     

    6. No.

    Posted in: Triggers
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    posted a message on [Data] Is there a way to apply effects to weapons through abilities?

    Use a Buff with a damage response on Attacker.

    Posted in: Data
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    posted a message on Give units Veterency, Medivac no longer heals?

    If the marine levels up and then the medivac is ordered to heal it does it work?

    Posted in: Data
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