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    posted a message on Moving Command Card (*.SC2Layout)

    Hello. The command card has abilities with hotkeys. I am interested in preserving the hotkeys while hiding the command card. Hiding the command card via triggers does not preserve the hotkeys, so I believe the *.SCLayout file is the way to go here.

    However, the following has some problems. (The idea is to push it off to the right, offscreen.)

    <?xml version="1.0" encoding="utf-8" standalone="yes"?>
    <Desc>
        <Frame type='CommandPanel' name='GameUI/UIContainer/ConsoleUIContainer/CommandPanel' file='GameUI'>
            <Anchor side="Right" pos="Min" offset="-500" relative="$this" />
        </Frame>
    </Desc>
    

    Here's the error messages:

    UI: Anchor for side [Right] not valid for [CommandPanel].

    UI: Unable to resolve layout of [CommandPanel] for side(s): [Left][Right]

    Now you might be thinking, well if [Right] doesn't work, just use [Left]! This did not work, however. The interesting thing is that this actually achieves the effect I was looking for, that is, the command card is nowhere to be seen! (And the hotkeys are functional.) The caveat is that the Battle.net button is also missing for some strange reason.

    Posted in: UI Development
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    posted a message on [Question] Terrain Deformation Store Help

    @zandose: Go

    The amount of information we need to store accounts for [450]^[65,536] possibilities.
    Integers are 4 bytes (32 bits). So at the very least we need 577,620 bits → 18,051 integers.

    This is still a huge amount of data. We could make it easy on ourselves and pretend there are 2^9=512 deformation actors, and then use bitwise operators to extract the information from the ints. It would end up taking 18,432 integers. Here's an example of how you might get the information (still assuming 512 heightvalues):
    Since there are 512 deformation actors, which use 9 bits, we need to only grab those 9 and not the other ones. If each element in a row is consecutive and then repeated for columns, then h(x,y) = the [(x + 256 y)*9+1]th bit through the [(x + 256 y)*9+10]th bit. I don't remember seeing bitwise operators in the regular editor so this might only work in galaxy script.

    Posted in: Miscellaneous Development
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    posted a message on Runtime Pathing/LOS Blockers (Solved)

    @Bibendus: Go

    Thank you, I will try this method.
    ====================
    Edit: Changed topic to indicate it is solved.
    Placing units with the footprint "Footprint 1x1 (Doodad Block LOS)", the units did indeed block pathing and LOS when placed using triggers at runtime. Thanks Bibendus!

    Posted in: Miscellaneous Development
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    posted a message on Runtime Pathing/LOS Blockers (Solved)

    For my map, the map is randomly generated. Terrain deformation actors are doing the trick so far. However, I want the high areas to be dark and inaccessable. This means placing Pathing and LOS blockers everywhere up there. I am using a doodad that blocks Pathing and LOS.

    I made a test to check that the doodads are being placed correctly by making the models archons. They're there, there's no doubt.

    However, even when the doodads are there, they're disfunctional. Units walk and see right through them. I pre-placed these doodads to see if they worked at all, and they absolutely do. So the problem is when they're placed at runtime. Does anyone know a solution for this?

    Edit: Solved (@TheDestroyer01: Go)

    Posted in: Miscellaneous Development
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    posted a message on Units with impressive climbing skills

    After looking around, I did see the "boosted cliff level" option, but this actually boosts the clifflevel of the doodad and not the terrain itself.

    Filcher, you mentioned pathing blockers. How would I go about implementing those?

    Posted in: Miscellaneous Development
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    posted a message on Units with impressive climbing skills

    wow, i didn't know there were doodads that raise cliff height! I'm going to look into this.
    @acid: The dungeon needs to be generated randomly each game, so having them pre-built won't work.

    Posted in: Miscellaneous Development
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    posted a message on Units with impressive climbing skills

    I made my terrain from terrain deformation actors. This is done with triggers at map initialization. These "walls" are not very deterring, however! I have realised that despite the almost-vertical slope, units can simply walk over it.

    Screenshot:
    screenshot

    Is there a way to fix this? I'm stumped.

    Posted in: Miscellaneous Development
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    posted a message on How Do I Make Marauder Weapon Hit the First Unit It Collides With?

    @SGTMeowmers9: Go

    This should be pretty 1:1 with the bullet shotgun I was doing earlier. Here we go.

    So you have a missle unit getting shot from the marauder (I will call it MaruBoolet).

    Make a behavior of type buff, I'll call it CollideTick.
    Make an effect of type Search Area, I'll call it MaruLFHit.
    Make an effect of type Set, I'll call it MaruWeaponXplode.
    There should already be a damage effect for the marauder's weapon, I'll call it MaruHurt.

    Go to MaruBoolet, click Behaviors+, and add the behavior CollideTick.
    Go to MaruWeaponXplode, and make the effects MaruHurt and "Suicide" (this one is built-in).
    Go to CollideTick, make the period small (suggested 0.05), and make the Effect - Perioidic the MaruLFHit set effect.
    Go to MaruLFHit, go to Areas. Create an area, with a radius of perhaps 0.3, and an Effect of MaruWeaponXplode.

    What this does: When the marauder fires the weapon, the missle is created as a unit heading towards its target (this was already happening). However, now, the missle has a behavior that ticks periodicially. When the missle behavior ticks, it activates a search area effect. This checks whether it's on top an enemy (whether it "hit" somebody or not). If the missle did hit something, the missle deals damage to the target found by the search area and also kills itself. If you want the missle to penetrate enemies then take off the suicide effect (this will cause the missle to hit targets more than once however).

    Posted in: Data
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    posted a message on Ability Button: Remove Default Header (Solved)

    I have a nice tooltip in mind for my ability. However, when it is assigned to the button that fires the ability Fireball, an extra bit is inserted at the top of the tooltip. Is there a way to get rid of or at least stylize that text?

    tooltip

    (The "Fireball (Q) / [▒] 5" is what I'm trying to get rid of.)

    EDIT: Nevermind, I found it. [abilitybutton] > Tooltip Flags > ...

    Posted in: Data
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    posted a message on Item Tooltip, Behavior Stack Count

    I have items which themselves have behaviors. For example, maybe a magweapon has 5 stacks of gStrength as a behavior effecting the item. I would really like to have a tooltip for the item that reflects its stats. I would reckon there are two ways of doing this: at runtime, in a trigger, or in the data using data references.

    I haven't been able to get either one to work. In the data, it does let you reference unit types, but how could i get BehaviorStackCount[this unit, gStrength] ? And in the triggers, SetUnitInfo[...] doesn't apparently change its tooltip as an item in the inventory.

    Posted in: Data
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    posted a message on Bank file when testing as a local player

    @TheDestroyer01: Go

    I found it. I wasn't getting it to save at all because the name contained an underscore. After I removed that, the bank began saving properly and the local bank is saved to [%docs%/Starcraft II/Accounts//1-S2-1-*/Banks/ExampleBankFile.SC2Bank].

    Edit: Now it's actually showing up in %docs%\StarCraft II\Banks\Ex.SC2Bank

    Posted in: Miscellaneous Development
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    posted a message on Bank file when testing as a local player

    So I am starting to implement a bank. When I test the document in the Galaxy editor, and triggers fire that save the bank, I would like to open this bank on my computer to see that everything is going as expected.

    I am familiar with the usual bank save location on windows 7: [%docs%/Starcraft II/Accounts/**/1-S2-1-*/Banks/1-S2-1-*/ExampleBankFile.SC2Bank]

    The file created during my testing session, however, eludes my searches. Where does the bank file get saved if I'm testing it as a Local Player?

    Edit: I am actually having a hard time getting it to read the bank on a restart. Does the bank save at all when playing as a local player?

    Posted in: Miscellaneous Development
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