• 0

    posted a message on Create unit model/actor after Map Initialization

    @BasharTeg: Go

    I don't believe that the doodads would need to be units. Doodads are an actor, so you can "create actor at point" a doodad.

    Highly impractical, though.

    You can improve performance but not load times by using the "Remove Doodads In Region" trigger action.

    Posted in: Triggers
  • 0

    posted a message on player resolution?

    To provide some more specifics, here is an image of a dialog that I created somewhat recently:

    Hero Selection

    The center content is 1060x1160, and the side content is 250x1100. I didn't use the players' resolutions at all, and the empty space exists between the center content and the side content because I have a widescreen monitor.

    Edit: It looks the same in lower resolutions, and in lower aspect ratios the side content is closer to the center content.

    Posted in: Triggers
  • 0

    posted a message on player resolution?

    It's not possible and also entirely unnecessary.

    There has been this misconception in the community that in order to develop good looking dialogs, you need to know the player's resolution. That is not true.

    The truth of the matter is that Starcraft 2 scales the dialogs and dialog items to the player's resolution already. Dialogs on a smaller monitor will be correspondingly smaller than things on a larger monitor. It's all proportionate.

    The only thing that differs based on the monitor is the aspect ratio. Some players have wider monitors, some players have squarer monitors. Knowing the resolution would not help you because you will want to provide all players with the same information thus you will have to provide it to fit the squarest monitor.

    If you want things to appear to spread out for people who have wider monitors, you can anchor some things to the left, some to the right, and some to the center. This will result in there being empty space between the things anchored to the sides and the things anchored to the center on wide monitors, and no empty space on square monitors.

    Posted in: Triggers
  • 0

    posted a message on New Life
    Quote from Reul123: Go

    @Nebuli2: Go

    I know :) . Anyways Dota 1 had its days' Despite the fact that Blizzard didnt support their Battlenet PvP(Garena Days and now Valve's Dota 2) that much back then, Until they released the arcade, And now its free. Without me knowing, even Aeon of Storms has their own Mumble Server which in fact supports SC2 so why not make one? It might become a hit one day' But knowing the copyrights is worse. Whats even worser is that I lack intellectual knowledge for the C+ program plan. Which im going to make as an Open Source, thats very hard to read, Outside of Programmers mind and logic..

    Mumble "supports SC2"? In what way? It has an overlay that is visible while SC2 is running so that you can see who is talking, but it hardly integrates with SC2 in any way.

    Posted in: Team Recruitment
  • 0

    posted a message on How to change from Day / Night lightning with triggers ?

    @Sherlia: Go

    You need to create a lighting object in data for both night and day. That's what fills the (No Value).

    In order to determine which you should transition to, use a global boolean variable. As an example, say your boolean variable started at false, and your game started in day lighting. Then you would have a transition trigger firing every x seconds. The trigger would check the value of the boolean variable. If false, set it to true and transition to night. If true, set it to false and transition to day.

    Posted in: Triggers
  • 0

    posted a message on Dialog under UI

    @ShadowDancer93: Go

    If you know how to work the UI layout files, you can add an empty panel with a lower render priority into the layout files, and then use triggers to hook it up and build all your dialog stuff inside of it.

    It's what I do.

    Posted in: Triggers
  • 0

    posted a message on “Rock the Cabinet: [BGH Pro - HERO's Edition]”

    @Allphaprime: Go

    Any description of what it is?

    Posted in: General Chat
  • 0

    posted a message on Determining ability cost in effects

    @FunBotan: Go

    You can use modify unit effects targeting the casting unit to remove some of their vitals. You would also need validators to ensure that they meet those costs.

    Posted in: Data
  • 0

    posted a message on Is it possible to change a Event via Action?
    Quote from FunkyUserName: Go

    @MasterWrath: Go

    masterwraith is not 100% right, you can create your own native functions so all of these galaxy functions become available for gui (important if you set the obfuscating feature)

    Of course?

    Though, in my opinion, people should simply learn to code in Galaxy. It's a lot faster and easier to organize.

    Posted in: Triggers
  • 0

    posted a message on Is it possible to change a Event via Action?

    @Labingo: Go

    It is possible using Galaxy Script, but not GUI. In Galaxy Script you can create / destroy triggers on the fly, as well as give them new events.

    As an example, what you are asking would be akin to the following code in Galaxy Script:

    trigger t = TriggerCreate("myTrigger"); //myTrigger being the ID of the function
    TriggerAddEventTimePeriodic(t, 5.0, c_timeGame);
    

    -

    Edit: By the way, Stealth Toast's way of doing it won't work, I believe. The event doesn't store a reference to the variable, merely the value in that variable at the time that you added it.

    It's different from unit related events that way, where you can specify a unit variable and if the unit changes the event does too (those get converted to UnitRefFromUnit(unit u) in the background).

    Posted in: Triggers
  • 0

    posted a message on Insert words stored in variables into a dialog text?

    @Crainy: Go

    Just do Combine Text or Combine Text Multiple, with one of the values being Convert _ To Text, with _ being whatever type your variable is.

    Posted in: Triggers
  • 0

    posted a message on Cross-effect... communication?

    @SoulFilcher: Go

    Yes but he wants to distinguish between two different instances of the same effect.

    I don't believe this is possible.

    Posted in: Data
  • 0

    posted a message on Request Heroes of the Storm alpha models

    I'm sure that Blizzard intends to sell skins for Heroes of the Storm and I doubt that they will make those models available.

    Perhaps some of the others, though.

    Posted in: Art Assets
  • 0

    posted a message on Distinguish Mouse Clicked <-> Ability Click

    @Elmaex: Go

    Never count on any two triggers executing in a specified order. If you find yourself doing that you went wrong somewhere.

    I'm sure there's a better way to do what you want. What specifically are you trying to do?

    Posted in: Triggers
  • 0

    posted a message on Need someone who can contact blizzard and ask for permission for HOTS model import!

    @ahrimansiah: Go

    I believe some of those models are skins that you have to purchase, so I seriously doubt that they will give you permission to use them.

    Other games using the same models that they are trying to sell to players would be bad for them.

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