• 0

    posted a message on Problems that effect us today

    Lack of technical support / bug fixing from Blizzard. It's pretty pathetic.

    See Here

    Posted in: General Chat
  • 0

    posted a message on Creating Abilities for a Player

    @rtschutter: Go

    Switching command cards with a hotkey is a lot easier than selecting a separate unit.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Ability Given Level Not Visible

    @FunkyUserName: Go

    My co-developer told me that he attempted to issue an order to learn via trigger, and it crashed the game. I guess I'll try it myself. I could also try it via data.

    Posted in: Triggers
  • 0

    posted a message on Ability Given Level Not Visible

    I don't want to deny the ability at any point - I want it to start enabled and with a single level already in it.

    Posted in: Triggers
  • 0

    posted a message on Ability Given Level Not Visible

    @MaskedImposter: Go

    I don't get it. How does that create or simulate an initial level? If I disallowed all abilities at game start and then allowed the ones I wanted initially leveled, they still wouldn't have levels in the learn system.

    Posted in: Triggers
  • 0

    posted a message on Ability Given Level Not Visible

    Hey all,

    Having an irksome trigger issue and wondering if anybody knows the solution.

    I have a unit with levelable abilities, and I am trying to give it an initial level for one of its abilities, via the trigger action Unit - Add Level To Unit Ability. However, the ability button in the command card is not becoming visible, even though the ability is getting the level. I know that it is getting the level because when next leveled using the learn ability, it is at level 2.

    In case it is relevant, the ability is charge based.

    If you know a way to make the button show up, or an alternative way to give the ability an initial level, your help would be much appreciated!

    Posted in: Triggers
  • 0

    posted a message on best way to write scripts

    @finiteturtles: Go

    Yeah, no worries. If you want advice on anything specific in the future, I'll be happy to help.

    Posted in: Galaxy Scripting
  • 0

    posted a message on best way to write scripts

    I have been working on a fairly sizable SC2 project, and we are currently at 25,000 lines of code, about half of them written by me in galaxy script.

    There are many, many things about it that allow you to code more effectively than the GUI. You can create triggers and add events to them dynamically. You can use function pointers and array pointers to code faster and more efficiently in many cases. You can use structs, though I prefer using the data table. It's far better organizationally, and encourages very abstract modular code, the more you get into it.

    There's no need to put your galaxy in a custom script block inside of a trigger. You can create a custom script element much like a trigger, or function definition. It consists of just a text editor (to put your code in) and an input at the bottom for an initialization function. For this initialization function, it simply expects the name of a function you've defined with type void(), and it will run this initialization function during the load screen.

    You can have as many of these custom script elements as you want to keep different modules of code separately, and you can give any/all/none of them initialization functions. A custom script element placed lower in the list can reference anything from the elements above it.

    -

    If you want to get into it, I recommend creating a single custom script element to contain all of your initialization. Use only a single initialization function, in this element. From there, create and execute triggers to initialize all of your other code modules.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Change Unit Selection Box Color

    @alfx01: Go

    I find it pretty unlikely that you'll be able to change that.

    Posted in: Data
  • 0

    posted a message on Cant join game

    @Sendlirn: Go

    Supposed battle.net DDOS prevents people from downloading Arcade games.

    If you publish it on EU, and he logs in on EU and then downloads it, you can switch back over to NA and it will work properly.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Scaling healing with spell damage problem

    @BigDates: Go

    Awesome. :)

    Posted in: Data
  • 0

    posted a message on Scaling healing with spell damage problem

    @BigDates: Go

    It's no trouble.

    The issue is that the unit property that you want is not an integer, it's a real/fixed value (with decimals). Change your variable type to real instead of integer. Then use Arithmetic (Real). An expression that evaluates to a real will also accept integers as parameters, so there's no need to convert the stack count of intelligence or the flat value (20).

    Posted in: Data
  • 0

    posted a message on Basics of Galaxy

    @iqddd: Go

    1. Mille's library is great for what you want - and to give you a simple explanation of how it works - there is no dynamic array/pointer/collection, so Mille is simply storing the data in the Data Table, which uses a string key, and is therefore easy to index with no fixed size.

    2. Depends on what kind of AI you are talking about.

    Posted in: Galaxy Scripting
  • 0

    posted a message on Behavior bar max count displayed

    There is no way to do this.

    You can make your own behavior display using dialogs - I've done it before, it's not that hard. Just update it on a one second period and when a behavior is added/removed.

    Posted in: UI Development
  • 0

    posted a message on Scaling healing with spell damage problem

    @BigDates: Go

    You need some effect that serves only to activate the trigger. It could be something like a damage effect that does 0 damage, call it an indicator. Then create a trigger with an event responding to damage from that effect. In that trigger, use the damaging unit's stack count of intelligence to calculate your heal amount, and then modify the target unit's health by that amount.

    Make sure to either use a damage type you don't use elsewhere for indicators or use the damage effect flags to prevent it from scaling and triggering damage responses.

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