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    posted a message on Attachments to Unit Status Bar

    It would definitely be possible by creating a custom unit status bar with an image. Then, using the trigger action "Hookup Unit Status" or something like that, get the image as a dialog item, and change the image via trigger.

    Posted in: Data
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    posted a message on [SOLVED] Background Image

    Just import your replacement under the exact same path as maptemplate.dds.

    Posted in: Terrain
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    posted a message on DDS Gimp Plugin Options

    @PharaonicAssault: Go

    I really know nothing about the settings and was trying them more or less randomly.

    So no.

    Posted in: Artist Tavern
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    posted a message on DDS Gimp Plugin Options

    I tried numerous different settings and got loss of quality in all but the defaults.

    Posted in: Artist Tavern
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    posted a message on Behavior stacking and performance

    @Mille25: Go

    This is based on a pretty poor understanding of the math. 254 1% behaviors would actually be 1.01^254 = 12.5, rather than 1 + (0.01 * 254) = 2.54.

    So it's the difference between a multiplier of 12.5 and a multiplier of 2.54.

    Posted in: Triggers
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    posted a message on OMG they did it!!! Rejoin feature

    @Bibendus: Go

    Everything done in those Blizzard Allstars screenshots is doable via custom unit status layouts. The hookup unit status dialog item action also looks like it was merely added alongside a large number of other trigger additions that were just very sadly lacking.

    Don't mean to be a "debbie downer", I just doubt that the engine will ever see much support unless they migrate the Arcade out of Starcraft 2 entirely and make it a more general "Blizzard Arcade" kind of deal.

    Posted in: General Chat
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    posted a message on OMG they did it!!! Rejoin feature
    Quote from Forge_User_20974461: Go

    The engine is the same and a lot of features we saw coming on SC2 where aimed for heroes of the storm. Considering it's a big issue, even in the SC2 competitive scene, I don't see why wouldn't they do that.

    Maybe it won't be available on 1v1 melee games considering your opponent can't wait you forever, however it would be really useful in team and arcade games.

    Laziness and lack of incentive to develop a game that's on its last expansion?

    Also, what features? That came onto SC2 aimed for Heroes of the Storm, that is.

    Posted in: General Chat
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    posted a message on OMG they did it!!! Rejoin feature
    Quote from Forge_User_20974461: Go

    We can expect the same feature to be moved on the SC2 engine soon (tm)

    That's... optimistic of you.

    Posted in: General Chat
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    posted a message on Custom Inventory unclickable

    Are you using an imported layout file or working in the UI module?

    This layout works:

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type="GameUI" name="GameUI" file="GameUI">
            <Frame type="InventoryPanel" name="UIContainer/ConsoleUIContainer/InventoryPanel" template="InventoryPanel/InventoryPanelTemplate">
                <Frame type="CommandTooltip" name="InventoryTooltip" template="CommandButton/CommandTooltipTemplate">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-245"/>
                    <Anchor side="Right" relative="$parent" pos="Mid" offset="192"/>
                </Frame>
    
                <Frame type="InventoryContainer" name="InventoryButtons">
                    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-245"/>
                    <Anchor side="Right" relative="$parent" pos="Mid" offset="192"/>
    
                    <Frame type="CommandButton" name="Button05" template="InventoryPanel/CommandButtonTemplate">
                        <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="CommandButton" name="Button04" template="InventoryPanel/CommandButtonTemplate">
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="CommandButton" name="Button03" template="InventoryPanel/CommandButtonTemplate">
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="CommandButton" name="Button02" template="InventoryPanel/CommandButtonTemplate">
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="CommandButton" name="Button01" template="InventoryPanel/CommandButtonTemplate">
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="CommandButton" name="Button00" template="InventoryPanel/CommandButtonTemplate">
                        <Width val="64"/>
                        <Height val="64"/>
                    </Frame>
    
                    <Frame type="Image" name="InventoryPanelBorder">
                        <Anchor side="Top" relative="$parent/Button00" pos="Min" offset="-15"/>
                        <Anchor side="Bottom" relative="$parent/Button00" pos="Max" offset="25"/>
                        <Anchor side="Left" relative="$parent/Button00" pos="Min" offset="-18"/>
                        <Anchor side="Right" relative="$parent/Button05" pos="Max" offset="17"/>
                        <Texture val="@@UI/RevealPanelBorder"/>
                        <TextureType val="Border"/>
                        <RenderPriority val="500"/>
                    </Frame>
                </Frame>
            </Frame>
        </Frame>
    </Desc>
    
    Posted in: UI Development
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    posted a message on Creating a "ramming" weapon

    @EmperorCee: Go

    Rather than having the switch effect, you could always have the "IsMoving" validator disable your "Momentum Check" behavior. Then it won't perform the periodic effect so long as the unit is not moving.

    Posted in: Data
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    posted a message on Speeding Up Sound

    @baca25: Go

    I don't believe that the editor supports any way of making the sound faster.

    Posted in: Miscellaneous Development
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    posted a message on "Stop Regeneration" Debuff and Changing Height/Walk Animation via States?

    Behaviors have Modification: Height and Modification: Height Time fields. Give it a height modification, and height times are used to control how long it takes to transition to and from that height when the behavior is taken off.

    As for the walk animation... It depends on the name of the animation.

    If you are trying to go from Walk to Walk Superior, you can use the actor action "Apply Animation Group" with the animation group being Superior (mind you, this will affect any other animations that have a superior variant, e.g. Attack -> Attack Superior).

    If you are trying to go from Walk to something totally unrelated like Fly (whatever), then it becomes more complicated. You'll have to use terms. In the original walk event, add a term that the unit doesn't have the behavior that you want to change their movement. Then add a new walk event, with the new animation, with a term that they do have the behavior.

    For the terms, you can either use "Validate Unit" with a corresponding validator, or you can give the actor additional events "Behavior On" and "Behavior Off" with an action of "Set Status" for some actor status to track the presence of the behavior. Then the corresponding term would be "Is Status" I believe. You'd also need to have an "Actor Creation" event to set the status to the default value.

    Good luck!

    Posted in: Data
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    posted a message on (Solved) Launch unit to target, and then return

    @Cooolguy: Go

    Problem #2: whatever the height of the unit is, give the launch effect an impact offset with a Z of that value.

    So if the unit's height is 1, give it an impact offset of (0,0,1).

    Posted in: Data
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    posted a message on Behavior start count?

    @Sherlia: Go

    No. The only way of doing that would be to have some other behavior initially on with an initial effect applying the stacks.

    Sorry!

    Posted in: Data
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    posted a message on Misc. Interface Assets

    I have been creating some dialog interface assets for a project of mine by altering / splicing some of Blizzard's battlenet assets. Thought I would provide them for anybody interested.

    If I get enough useful images I'll eventually make it an asset project.

    -

    Buttons:

    These buttons are great for a lot of things - portraits, achievements, item icons, etc. They have transparency in the middle, so create whatever icon before you create the button (so that the button sits on top, with the icon showing through the transparency).

    There are two color variants (blue and gold) with two size variants (normal and small) for each color.

    -

    Frame9:

    This is a somewhat generic dialog background frame, but very useful. Set the image type to nine-slice, and the size of the frame will expand without distorting the size of the corners or the edges. As a result, it can be used to build nice looking dialogs very quickly using just a single image for all sizes of frame.

    Because there is empty space around the outside of the frame, the image needs to be bigger than the dialog/panel it is in. The exact extra values are 178 width, 176 height. Anchor it to center.

    Posted in: Art Assets
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