Excellent! Thank you very much for the speedy response. I will try that right away.
- Registered User
Member for 12 years, 11 months, and 4 days
Last active Wed, Mar, 14 2012 01:53:19
- 0 Followers
- 49 Total Posts
- 0 Thanks
Apr 4, 2011Posted in: Tutorials
I have a, hopefully, simple question for the UI gurus. I want to change the button borders (normal and hover) for the Command Card Buttons. I've been stumbling around it for a while, trying to override the GameButton.sc2layout contents in my own override file, but haven't gotten anything to work. Could someone give me a fast rundown, or at least point me in the right direction? Thanks.
Dec 3, 2010Posted in: Team Recruitment
Greetings! NinjaCore is currently looking for people to help beta test our upcoming map, Hero Line Wars Universe, a spin on an old WC3 classic with tons of added features and strategy. We currently have the base system in place and two of the six release heroes ready to test. If you're interested in helping out, please send me a PM.
Big thanks to everyone on SC2mapster. Couldn't have gotten this far without you guys!
Nov 7, 2010Posted in: Data
That is what I adjusted with the buff. The problem I'm having is that the Vitals Maximum and Vitals Fraction do not compound. Rather, the fraction only increases the chosen stat based on the units starting/base stats and doesn't calculate in the added stats from the other behaviors (in this case my attributes).
Nov 6, 2010Posted in: Data
Here is a somewhat complex question. I have a simple attribute system that modifies whole number values for Energy, Shields, Etc. I want to be able to add a Buff that increases the total amount of a units shields by 10% that also scales with the Attributes. Right now, the buff only modifies the units base Shields and doesn't account for the attributes at all.
Is there an option somewhere to change this, or has anyone possibly thought of a work-around? Any suggestions / comments would be helpful.
Sep 15, 2010Posted in: Galaxy Editor Bugs and Feedback
I did, actually. I've tried deleting triggers, too, and no dice. It's a very random issue, and it seems to be inbedded in the map itself, since I had a friend transfer it and it was doing the same thing on his copy of the editor. This is actually a very bad situation, since all of my auto backups are doing the same thing, and the last version I have that allows me to make Triggers is a fair bit back and I'd lose a lot of work =/
I guess it's a good reminder to save religiously.
Sep 14, 2010Posted in: Galaxy Editor Bugs and Feedback
I seem to have caused my map to stop allowing me to make new triggers. I thought perhaps I had hit some kind of limit, but deleting and re-saving the make didn't seem to fix it. I have no idea what the cause it, as it just seemed to happen randomly.
Anyone know anything about this?
Aug 17, 2010Posted in: Miscellaneous Development
I'm sure this has been addressed before, but I still find myself mystified by how it's done.
I have a damage effect, and I want to have the "Damage Amount" value of the effect change via a trigger.
I think my confusion lies mostly in the syntax. I just want the plain version; what I would enter into the fields in the trigger editor for a Catalog Field Value Set.
Aug 3, 2010Posted in: Miscellaneous Development
So I'm working with the Immortal as a hero, and I've been trying to work out an ability but have been having some issues with the animations. My question is this: The Immortal has 3 or 4 different "Stand" animations (Stand, Stand 01, etc). Is it possible to remove or disable all of them but one via the editor? If not, how might I go about doing it if it is indeed possible?
Jul 22, 2010_ForgeUser1290565 posted a message on Unable to use Galaxy Edit post Beta (Login Issues)Posted in: Galaxy Editor Bugs and Feedback
Has anyone had any issues using the editor after the beta closed? Every time I've opened the program, it asks me to log in. When I try, it says that b.net does not recognize the version I'm trying to use. I had a friend of mine transfer his copy of the SC2 Beta over to my computer (first checking to make sure he could open the editor himself) and it is still giving me the same problem.
It might be kind of a moot point since the game is coming out in less then a week, but my team and I are trying to get our project map out as close to release as we can, and me not being able to do any work is definitely not helping the situation. I appreciate any feedback if anyone has any knowledge on this subject.
Jul 15, 2010Posted in: Miscellaneous Development
Thank you all for the swift replies. I was able to fix my movers and get my projectiles to function, however I'm having a very odd issue with them exploding randomly half way to the target. I assume it has something to do with the Action Actor, per Ezbeats advice, but all of the listed problem areas were already set to default.
I'm going to try and recreate the Action Actor from scratch and see if that works. Thank you all again for the replies.
Jul 13, 2010Posted in: Miscellaneous Development
Well, I copied a new projectile unit and applied it to one of my malfunctioning weapons and it started working again. Looks like I'm just going to have to remake all of my projectiles. Unless there is some obscure option I missed when comparing the missile units, I think the patch just blew up my stuff.
Edit: Looks like it's just a me problem. I used a standard Blizz mover and it started working. Looks like I'm just going to have to learn movers finally T_T
Jul 13, 2010Posted in: Miscellaneous Development
I'm not sure if anyone has addressed this particular issue or not, but all of my custom weapons that use projectiles (Launch Missile Effect) do not seem to be working anymore. The unit fires the projectile, but it just sits at the launch site and doesn't move. I've had this issue before, but it was always just mishaps in the mover and I quickly remedied it. This time, however, even after copying one of Blizzard's movers, I can't seem to get the missile to do anything.
Has anyone had this issue / figured out a solution? Thank you.
May 10, 2010Posted in: Artist Tavern
You can export files from within the Galaxy Editor. When you're searching the Assets for icons (like if you were to pick one of Blizzards icons for your button) just right click the icon name and hit export.
Once you have the file exported, you'll either need to download a .dds converter, or find a plug-in for Photoshop (assuming that is what you're using) to open .dds files.
- To post a comment, please login or register a new account.