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    posted a message on UI: Error in custom SC2Layout

    I've got a Layout file, which moves the inventory panel slightly to the left, it does work, but it gives me this error whenever the map starts:

    UI: File [MoveInventory.SC2Layout] Line [2] Column [1]. Attempting to add a desc named [MoveInventory] to [] with the same name as an already existing child.
    

    Why does this happen, and how can I make it stop?

    This is my SC2Layout:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
            <Frame type="InventoryContainer" name="InventoryButtons">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-270"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-240"/>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Change CD of the ability of an item

    I'm not sure what you want, but if it's:

    Increase the cooldown for an ability:

    You can do this by altering the stats if the ability with a Catalog Field Value Set action. This will change the cooldown for the ability for the player. If you wan't to increase it only once/add aditional cooldown, you can use the Add Cooldown For Unit Ability which will have you choose a cooldown ID (set in the Info+ Cost field of the ability), the Ability and the taget unit.

    Disable the ability for the unit temporarily:

    You can either do this with a trigger, with the Enable/Disable Ability For Unit or use a Requirement which requires an upgrade (just create an upgrade which does nothing -> set the requirement for the Ability to that -> have a trigger use the Set Upgrade Level For Player and set it to either 1 (the requirement will return true) or 0 (the requirement will return false).

    Posted in: Triggers
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    posted a message on Game modes

    If it's a game mode as in Easy, Medium or Hard which only increases damage and health of some units or disables/enables some abilities (alters some stats in the same map or unlocking/locking some parts of the map), you can easily create that with a trigger.

    Have a dialog with the options you want, that each player can vote in, and then have a system that counts which option got the most votes (I think I have a demo map of this somewhere, that I can locate if you want it).

    Edit: Found the map! It's a voting system which works by having each option have a value (very easy= 100-199, Easy= 200-299, and so on), lets each player vote and then finds the average value of the votes.

    So if one player votes easy +200, one votes Hard +500 and one votes normal +300, this gives 1000/3=333 which is between 300-399 and will result in a difficulty of Normal

    Posted in: Triggers
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    posted a message on Need help to create this trigger

    @santapaprika: Go

    You can create an action in the trigger that creates the units (or have a trigger with the event Unit finished training and issue order to the trained unit)

    Then have an action issue an order to the unit you want to the rally point of the training unit (You can chose a units rally point when chosing a point).

    Posted in: Triggers
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    posted a message on Is there a faster way to copy units from different maps/mods?

    What about the Save as Component Folder option?

    If you save your map as a Component Folder you will be able to access it as if it were a normal folder (in your explorer) and then you can go to the Base.SC2Data -> GameData and then you can copy the files you want to move to your new map.

    When you've copied the data from one Component folder to another Component folder, you can open that component folder as if it were a normal map, and then it should have the transfered data.

    Oh, and text strings/hotkeys are in the enUS.SC2Data folder -> LocalizedData

    Make sure to backup both maps when you do this.

    Posted in: Data
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    posted a message on Item Container not displaying?

    @DrSuperEvil: Go

    Yes!

    Posted in: Data
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    posted a message on Invaild XP requirement

    Had this exact problem a few weeks ago. I used DrSuperEvils solution.

    The reason it says it goes above that, is because that in total the combined exp reaches over that number (Requirements for lvl 1+2+3+4+ ... 67+68... and so on).

    An easy way to solve it is to go to XML view and modify the numbers there. I had an Excel file open with the numbers in another window for easy reference.

    Posted in: Data
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    posted a message on Inventory Frame behind the Help Frame?

    Bumb and update

    I tried to create a UI layout and move the frame:

    <Frame type="InventoryContainer" name="InventoryButtons">
    

    I used this code, but it gives me an error that it's attempting to add a desc named [NameOfMYLayout] to [] with the same name as an allready existing child.

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="InventoryContainer" name="InventoryButtons">
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="-270"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="-180"/>
        </Frame>
    </Desc>
    

    I'm simply trying to move the frame like 20 pixels away from the left side of the screen, as it for some reason is hid behind the help panel.

    EDIT: Made it work, with this:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type='InventoryPanel' name='GameUI/UIContainer/ConsoleUIContainer/InventoryPanel' file='GameUI'>
            <Frame type="InventoryContainer" name="InventoryButtons">
                <Anchor side="Bottom" relative="$parent" pos="Max" offset="-270"/>
                <Anchor side="Right" relative="$parent" pos="Max" offset="-230"/>
            </Frame>
        </Frame>
    </Desc>
    

    But why does it still give me the error?

    Posted in: UI Development
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    posted a message on Inventory Frame behind the Help Frame?

    For some reason, the inventory frame is placed behind the Help button? How can I move it 20-30 pixels away from the right side.

    I do not know how to modify UI elements, so please explain it to me as if I was a noob.

    Posted in: UI Development
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    posted a message on Item Container not displaying?

    I have an inventory ability which should have two seperate bags. 1 with 6 slots for one item class and one with 24 for another class.

    I've set up an inventory ability which have two containers set up in the Info+ field. But still, it only displays 2 empty inventory fields, and I can not seem to be able to open the container.

    EDIT: I figured it out. I didnt have the Face if the container set right.

    Posted in: Data
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    posted a message on [solved]How do change doodad model dependent on texture set.

    This has to do with the lighting.

    You can chose which lighning to use, both with triggers and in the data editor (under the texture you're using).

    Posted in: Data
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    posted a message on Launch missile effect launcing caster - Action Actor

    @DrSuperEvil: Go

    As far as I know, that is what I'm currently doing, the problem is that the impact map is applied at launch, and the missile/caster unit hits the ground, not the target.

    Some screenshots that might shed some light on why it's not working: Imgur Album

    Posted in: Data
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    posted a message on Launch missile effect launcing caster - Action Actor

    I have a unit with a weapon which launches the caster. The action/attack actor is having the missile actor set to the actor of the casting unit.

    But for some reason, the impact map model fires when the launch effect is fired, and the missile hits the ground beneth the target. The Launch Effect is set to the launch missile behavior and the Impact Effect is set to the damage effect which the launch missile effect has set as impact effect.

    What am I doing wrong?

    Posted in: Data
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    posted a message on (Solved)Hero glow actor attaching to hero.

    As far as I remember, it's an actor which have these events.

    Behavior.Name.On
    Create
    
    Behvaior.Name.Off
    Destroy
    

    Take a look at the actor for the hero glow.

    Posted in: Data
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    posted a message on Is it possible to go past the exp requirement cap?

    @DrSuperEvil: Go

    Ok, will probably do that, I just liked the idea of those big number (purely visually).

    Posted in: Data
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