• 0

    posted a message on How to hide the minimap?

    Since release the "Show/Hide UI Frame" action also contains the minimap panel. this effectively hides the minimap and it's buttons.
    you'll see a black space at the location where the minimap itself was, and the buttons also are removed.

    [Edit]
    ok I'm half-asleep.
    Karisu already said this XD

    Posted in: Miscellaneous Development
  • 0

    posted a message on Sc2 Singleplayer Secrets (Possible Spoilers)

    in "The Devil's Playground" mission, if you fly a building to the bottom right corner of the map you'll see a diablo on fire dancing there XD

    Posted in: General Chat
  • 0

    posted a message on Release Usernames.

    Helral.454 (EU)

    If I'm online you can always contact me if you need some more people to test a map or just to chat XD

    Posted in: General Chat
  • 0

    posted a message on [Contest] Minigame

    My next submission (4th one if I'm correct)

    Dodge The Explosions

    Unlike Dodge the Archons, you don't have stuff heading at you from all directions, but instead you have explosions happening on the platforms. don't be on the same platform as the explosion, or you'll die.
    after 1 minute it becomes quite hectic with explosions.
    If you can survive for 5 minutes I'll be amazed XD cause I don't think you can succeed at having that much luck that you aren't completely surrounded by explosions at some point.

    As with my Dodge the Archons map, you can continue playing to beat your old time.

    Embed Removed: https://www.youtube.com/v/wkrKl-ZluYE?fs=1
    Posted in: Project Workplace
  • 0

    posted a message on Changing Text?

    @Zarakk: Go

    did you take a look at the texts module? (F8 or Modules ==> Text)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Change resource icon?

    @Southpaw444: Go

    As far as I know, it's still only possible by replacing the related .dds files.
    in the thread listed below you can find them listed.

    another older thread about the same topic.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Contest] Minigame

    My 3rd Submission (still keeping up with 1 each day XD).

    Dodge The Archon

    Basicly you control a zergling, and you need to avoid the archons that are running across the map. if you collide with them you're dead.
    Blue Archons: they spawn at an edge and move to a random edge.
    Red Archons: they spawn at an edge, move towards the zerglings current position, and then continue to move to the edge of the map in a random direction.
    Green Archons: they spawn at an edge, move towards a random point on the map, move to another random point on the map, then move to an edge.

    Embed Removed: https://www.youtube.com/v/5Y4k1ia3hVo?fs=1
    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Minigame

    Another submission, made in less then 3 hours XD

    Click on units to take them over.
    go for 1000 points to win.
    if you reach -100 you lose.
    some units require more then 1 click to take over
    other units are a bit more resistant and won't always be taken over even when clicked on enough.
    the take over isn't permanent, but lasts several seconds.

    Embed Removed: https://www.youtube.com/v/Zu1Mjj5veO4?fs=1


    I'm calling it Click Defense for now XD

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Minigame

    @vjeux: Go
    Helion Racer

    A simpel racegame, what will be your fastest lap?
    Use WASD for movement.

    Posted in: Project Workplace
  • 0

    posted a message on triggers that react to button pushed?

    @NotDeadYet3: Go

    You want the Ability used event.

    Example of the event I use to display the Character Sheet of my map:

    Unit - Any Unit uses Character Sheet at Generic3 - Execute stage (Ignore shared abilities)

    Posted in: Triggers
  • 0

    posted a message on Need Help Please D; :P
    Quote from CTMRZ: Go

    1. I can't figure out how to get a bunch of units, (grouped as 2 rines, 1 ghost, 1 reaper, 1 marauder, 1 hellion = 6 units) to enter accompanying bunkers. In other words, there's about 10 bunkers in a part of my map that each have a group of those units near it, and I want them to auto enter at map initialization. and stay there.

    I think there is a load all ability on the bunker that loads all nearby units (order without target).

    Quote from CTMRZ: Go

    2. Auto massing. The thing is that one player on each team has the massing option, and will be able to mass all units they control after those units are given to them by their team mates, based on what they build for them.

    ok, so what's the problem here?

    Quote from CTMRZ: Go

    3. I have a building that has the ability to create heroes. (with spells, etc) and it basically makes you place them within a given range for them to spawn, the problem I have is that they appear instantly, where you click them to come out, I want a warping in effect, a building effect, or a morphing effect type of thing, like a pylon warping in effect, but the hero appears instead (this way stronger heroes have a longer spawning time).

    I would suggest try using the warp-gate's warp ability, but someone already beat me to it XD. hope it worked for you.

    Quote from CTMRZ: Go

    4. Setting the computer in a custom map to play normally, (harass a base every so often from either team, gather minerals, gas, build more lings, hydras, every so often, attack, stuff like that). Its a game with a lot of objectives and other things to be done, so I cant just leave it as melee I think? I want the AI to play as if they are playing melee sort of, but not exactly... So they are pre placed on the map, Hive, Extractors, Drones, they just sit there, I want them to start doing something basically.

    AI - Init Melee AI <== did you try using that action?
    this basicly makes the AI act normally, and you can then give adjusted orders using: AI - Issue AI Order.

    Quote from CTMRZ: Go

    5. Havent even attempted this one yet. I want there to be a choice (vote perhaps) at the beginning of the game in a UI map, for difficulty of the game (the way the AI behaves I guess) (any other ideas welcome)
    Standard, Veteran, and Hell/Chaos/Legend Mode. or something along those lines.

    There is an asset out that can help you with this real easy. it was listed on the sc2mapster frontpage

    Quote from CTMRZ: Go

    I guess if anyones interested in helping out, let me know.

    These questions are from 2 separate maps, just for the record. Anyway, answers appreciated.

    Hope you have some use for the above comments.

    Now for your last question:
    I think it's an actor event that is missing. the one that removes the egg actor, and creates the ultralisk actor.
    I have little knowledge about that stuff, so someone else can probably give a more precise answer :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Unit - Any Unit Enters a distance of f from Unit Problem

    @Klishu: Go

    It might be better to use an issue order effect, in combination with a search behavior/effect to do this using the data editor.

    the buff is on the tank unit
    Search area -> range: 14 arc: 360
    Effect -> Issue order -> Siege Mode

    this is the general idea for doing this using just the data editor. you can set this behavior (buff) to be active on all siege tanks, or just on specific ones that you give the buff when they're created or some other way using triggers.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Item targeting a point

    @Aztron: Go

    did you check if the effect is not set to Targeting units only?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Spectator Upon Loss/Death

    @OmegaSponge: Go

    Well I can think of a reason why blizzard would kick you out of the game when your last building is destroyed and not give you spectator view. This is simply because if you would have gotten spectator view, then you can inform another player of where someone's defenses are weak, or what kind of attack wave he can expect from what player. This would end up giving a player an advantage over another player.

    This being said, yes I think it is possible to modify a map to allow spectator view instead of defeat, but this map would not be usable as a melee map but instead it would be a custom map which only adjusts the defeat conditions. So you would still randomly start at a location, and receive the standard resources etc. but on defeat you'd for example get a dialog with choices: spectate and leave.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Info] Patch 18 Undocumented Editor Changes

    I don't know if these were changed in patch 17 or 18 but I've noticed the following things:

    Trigger Editor:
    New function:
    UI - Show/Hide Minimap Camera Field of View (I used to do this in the data editor by setting the alpha of the viewbox)

    Changed function:
    UI - Show/Hide UI Frame now contains also the Minimap Panel as an option.

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.