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    posted a message on [solved] Range Indicator issue
    Quote from barakatx2: Go

    My guess is that you have the tower selected, you click morph, and then it never sends the SelectionLocalUpdate.*.Stop to the previous level tower because you now have to level 2 tower selected. You never deselected the first level and you can't deselect it because it's gone. I think this is what you need to do on all the range actors:

    AbilMorph.<Upgrade to next level morph>.Finish: Destroy

    and on the next level tower you would have

    AbilMorph.<Upgrade to this level morph>.Finish: Create

    Yup this is true also for graphical changes such as model changes and even scale (anytime you change an actor) instead of specifying the upgrade on the event for the animation thou you could just set a morph to term but ethier way works fine.

    Posted in: Miscellaneous Development
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    posted a message on Monopoly

    @dra6o0n: Go

    This is a good idea and UI dialog for rolling dice wouldn't be that diffcult to make particlury if you used images as the dice for example. Its definly a thought. Loving it ethier way thou, movement seemed a bit off are you using points for movement? Because if you arn't well you probley should, they just work better and as for movment to make it smooth and keep the 'peices' near/on the same spot you cand use the order unit and queue the order for each move instead of just ordering them to the destination, will chain there movments and prevent them cutting around corners in paticluar.

    Posted in: Project Workplace
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    posted a message on Enter range on unit trigger, help!

    @petrov1: Go

    Well darn your right it dosn't work just checked the preset and its custom script is set to null...what a bumer...but there still might be a way using presets to do this. I'm going to try something really quick and see if it works and let you know.

    Posted in: Miscellaneous Development
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    posted a message on Force player to mouse-click?

    @s3rius: Go

    Ah okay, I did missunderstand then my aplogies, yes I know what your talking about I remeber such a command in war3....none in sc2 apparently...hmm I wonder...i'll dig a little see what I can find. Well I dug for almost 30 minutes and can't seem to find anything that shouts out for a force command, I guess we techincly could make once...in a round about way using key input....something to look more into I guess or jus one of thoese functions hat hasn't made/is obvious into the editor yet. Sorry I couldn't be of more help.

    Posted in: Miscellaneous Development
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    posted a message on Enter range on unit trigger, help!

    @petrov1: Go

    This may help/work havn't tested it myself but I dont see why not, could have other issues but its a start.

    Add the event Unit Enter/Leaves Range of Unit (as you normaly would) Leave unit as Any Unit, set the state as you want, the range as you want, then double click on From Unit, now click on functions radio button, click on the Conversion catagory, select the Convert Preset to Unit and click ok.

    Now double click on value, click on the Preset raido button and select Any Unit, give it a shot :)

    Posted in: Miscellaneous Development
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    posted a message on Force player to mouse-click?
    Quote from Kildare88: Go

    @Quickshot14: Go

    I don't think there's anything there that i can use. =/

    Really? Maybe I miss-understood what your asking, but sound to me like you want to disable certain input types thus forcing the user to use only specific input types correct? (example dont let the user be able to use ANY hotkeys of ANY type, or let the user smart click (right click on something), or to allow them to do so) then again I point at the UI section of Enable/Disable Command Funcionality, example of what you can do with it:

    Actions -
            UI - Disable Hotkeys for (All Players) commands.
    

    Various options avalible: Disable: Enable/Disable Command Option: Buttons/Hotkeys/Info Panel/Minimap/Modifiers/Pings/Smart Click PlayerGroup: (Player Group)

    Again if I missunderstood then by all means say so, still i figured i'd point to this as it is handy for such things that I belive you are asking. Gues we will see.

    Posted in: Miscellaneous Development
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    posted a message on text tags through the data editor

    @ezbeats: Go

    I acutally made an example of how to use floating text (also know as text tags) using the data editor, it is located in the tutorial fourm/wiki list under Perodic Resources and Floating Text, the video quality is a bit shaky but hopefully it will be a decent starting point for you.

    Posted in: Miscellaneous Development
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    posted a message on Mineral question

    @NecroSaint: Go

    Simple solution, add a new action in any trigger, goto the player catagory find Modify Player Property, use that, and you have options for setting, add, or subtracting minerals, gas, supplies etc.

    Posted in: Miscellaneous Development
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    posted a message on Force player to mouse-click?

    @Kildare88: Go

    Go into the Trigger Editor, add a new action, look under UI catagory, Check out Enable/Disable Command Functionality, may be of intrest :)

    Posted in: Miscellaneous Development
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    posted a message on Basic UI/input questions

    @anteevy: Go

    Acutally yes to both questions, I was looking over the UI section of trigger actions and I found these, the hotkeys one would disable all hotkeys and you can show/hide certain aspects of the UI or as tigerija mentioned hide the entire UI. To hide/show specific portions of the UI look under UI catagory of trigger actions, and you want the Show/Hide UI Frame action, for the hotkeys you want the Enable/Disable Command Functionalitity action. Hope thoese help!

    Posted in: Galaxy Scripting
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    posted a message on Still learning the editor and have some questions

    I did take a quick look at the map and I see what your problem with the bunker is. You have all the weapons setup right but your missing/forgot to remove/add some things. First all the load bunker, and its cargo abilitys all of thoese should be removed. Yes the attack too (abbility is called attack redirect) with all thoese removed just add the standard attack ability, set it up on the command card and you should be good to go!

    Posted in: Miscellaneous Development
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    posted a message on Wait so could you

    @ST4RKiLL3R: Go

    Yes you can and no you dont have to do any galaxy scripting at all. When you go to add a new trigger look a bit down your going to see a couple extra options such as new action defintion, new condition defintion and new function. Add a new action defintion, it pretty much works like a standard gui trigger but once your done if you goto a trigger and add a new action look under the 2nd catatogy (from the top) and you will find the action you just made! There are some more in-depth tutorials about these topics you can find in the tutorial forum/wiki list here on sc2mapster.

    And yes you dont have to know or use .galaxy script at all to have them working and usefull, however if you wanted to, there is as always the option to use it still though.

    Posted in: Galaxy Scripting
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    posted a message on [Contest] Unit Spells

    It is so cool to see so many spells here that are totaly data editor driven! It is very encoruging for all of us to crack that sucker wide open because as we all know and are proving every day, the data editor is extremely powerfull and just about everything you can do with triggers you can do with it! Awsome stuff guys keep it up, and remeber if you feel up to it, post some tutorials on the tutorial forums/wiki list! Lets spread these hours and hours and hours of diffing around the data editor work ;) (Cause i've been there too lol)

    Posted in: Project Workplace
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    posted a message on [Release, Libary] Dyanmic Dialog Listboxes/Dropdowns

    Hey everyone, i'm happy to report i've finshed the intial release of this libary. I have a youtube video up showing an example of how it all is working and i've setup the project page and uploaded the libary to the assets here on sc2mapster.com. Hope you all find it usefull, feel free to post feedback here on this thread. Download/Project Page

    Posted in: Trigger Libraries & Scripts
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    posted a message on [Trigger] Trigger Editor Best Practices

    This isn't too bad, for warcraft 3 maybe, I dont know if people just arn't noticing or not maybe were all just to used to our old warcraft 3 ways but a lot of the old pratices with triggers are obsolte with the new editor. Action & Condition Defintions along with functions gives us huge control make the use of acutal triggers very small or much mroe limted. Think about it, using custom action defintions, functions and condition defintions and the like you can acutally have just one peroidc timer and have it call an action defintion that does all the work. Instead of calling another trigger or anything else.

    I think not enough map makers, partiuclary tirggering know about just how usefull this stuff is. Advance topic somewhat, but its very uesfull. There is a few tutorials out there about these and how they work, and i'm hoping to intgrate more of how it all comes togetehr and works. I think the inclusion of this along wth what you already have would be a great idea at least at some point. So i'd thought i'd share.

    Posted in: Tutorials
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