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    posted a message on Render Priority Problem

    I'm trying to construct a dialog-based upgrade system where multiple levels of an upgrade are stacked on top of each other. I'm setting them to be rendered in the right order with triggers:

    Render Priority

    The problem is when the top button is hidden by either hiding the dialog item or destroying it, the buttons underneath are semi-transparent (or something, see below pics).

    Level 1

    Level 2

    Level 3

    That's how every button aside from the first ends up looking after the one above it is removed.

    In case someone wants to look at the triggers for button creation or removal I took screenshots of those as well:

    Button Creation

    Button Removal

    Anyone have any idea what's going on with this?

    Posted in: Miscellaneous Development
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    posted a message on Editing Region Shapes

    I think what you can do is split the region into its various shapes (control + Numpad0) then copy/paste/rearrange them as you please. Then just recombine them with numpad0. Unless I'm misunderstanding what you're trying to do.

    Posted in: Miscellaneous Development
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    posted a message on An ally units is under attack! (annoying message)

    I recently figured out how to do some of this. The alerts section of the data editor contains a lot of what you need. Find the particular alert you want to disable and set the sound to none, and I believe you can disable the ping and text message as well.

    Posted in: Miscellaneous Development
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    posted a message on Disabling upgrade buttons at max level

    I'm trying to find a way to disable my upgrade buttons when the max level is reached. Right now, you can keep buying the upgrades but they don't actually do anything. I'm guessing it would be something you'd put in a requirement, but I'm not sure how to implement it. Blizzard's basic 3 upgrades (armor/weapons levels 1-3) work because they're separate upgrades each with a max level of 1. I could do the same thing, but having 25 upgrades or more per upgrade type would make me sad.

    Posted in: Miscellaneous Development
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    posted a message on Lunar Special Forces Feedback

    I could really use more feedback on the new version of my latest map. Specifically I'm trying to figure out unit balancing. I'd be very grateful if anyone decided to play and respond to version 3, and there's a poll up on the project page that might help me as well. Feedback on anything is completely welcome.

    So far the hardest part is trying to balance it for 6 player co-op when only solo play is possible at the moment. If you want to test something out without spending too much time playing, I added a cheat code to this version. Type "show me the money" and then click the button that appears to get 100k minerals and vespene gas.

    Map is here: http://www.sc2mapster.com/maps/lunar-special-forces/

    Now at version 5, see change log on project page.

    Posted in: Project Workplace
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    posted a message on Removing No Fly Zones by Triggers

    @Moooyaah:

    Thanks a lot. At the moment I'm just trying to design my map without the NFZ points. It should be fine that way.

    Posted in: Miscellaneous Development
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    posted a message on Removing No Fly Zones by Triggers

    Does anyone know a way to remove doodads with a trigger? I have a bunch of no fly zone doodads I want to remove part-way through a game but I can't find a way to do that.

    I've tried the "Remove Doodads In Region" and "Kill Doodads In Region" actions but they seem to have no effect that I can see.

    Edit: I should add that the remove doodads in region did remove other visible doodads, but the no-fly-zone doodads still functioned. The tooltip for remove doodads in region states that the footprint will still remain. Is this why the no fly zones are still working? And does anyone know a better method for removing them?

    Second Edit: No fly zones are not doodads. Does anyone know how to remove whatever they are by triggers?

    Posted in: Miscellaneous Development
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    posted a message on Starting units loaded in a transport/command center

    @SplatPudge: Go

    Thanks, I'll try that.

    Posted in: Miscellaneous Development
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    posted a message on Starting units loaded in a transport/command center

    I'm having trouble figuring out how to move units into a transport in the editor itself. Is there some way to create them inside of a transport? Any help on this would be greatly appreciated.

    Posted in: Miscellaneous Development
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