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    posted a message on HotS Unit Status

    @FunkyUserName: Go

    Looked like a mess so I just uploaded the map with the layout titled HotS_UnitStatus2. A direct copy from the original with the two changes in the health and energy templates. Just changed all the vital colors to red. But in the game, they are all still green and blue.

    Posted in: UI Development
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    posted a message on HotS Unit Status
    Quote from FunkyUserName: Go

    can you post the layout file?

    I'm a total noob.

    How do I do this?

    Edit: You mean the map with the edited layout?

    Posted in: UI Development
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    posted a message on HotS Unit Status

    I'm trying to edit the vital colors of the custom status bar that the unit Swarm Queen - Larva uses.

    I made a new layout and just copy pasted the entire hots unit status bar layout and tried changing just the health and energy vital colors but it had no effect whatsoever.

    How may I change the vital colors? What am I doing wrong?

    Any help is appreciated, thanks.

    Posted in: UI Development
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    posted a message on Search Effect Radius
    Quote from FunkyUserName: Go

    try using 1.0 and see if it does change anything. (depends on what you are looking for)

    if catalogs and upgrades fail you can try using a persistant infront of the search radius. each phase will increase the radius by the value specified at radius bonus of the search effect.

    Yeah, I've tried up to 5.0 but no effect.

    Persistent? I'm not sure this is what I'm looking for. I'm just trying to increase the effects search range/radius via trigger.

    Posted in: Triggers
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    posted a message on Search Effect Radius

    I am trying to increase the radius of a search area effect with a triggering event.

    Such as if you click x, the radius of the search area effect will increase by 0.5.

    I have tried using catalog references, adding upgrades, setting upgrades, even adding to the radius from the units radius.

    Nothing has worked, or maybe I am missing something?

    Any help appreciated ten-fold, thanks.

    Posted in: Triggers
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    posted a message on Text Tag Style
    Quote from FunkyUserName: Go

    you'll add the text style into your text. use multiple text and add the "start tag" (<s val="ArcadeTitle" >) + "your text" + "end tag" (</s>)

    Thanks didn't know about this. Awesome.

    Posted in: Triggers
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    posted a message on Text Tag Style

    I made a set of triggers to display a text tag of the amount of damage a unit takes. I can change the color and size as normal but cannot add a text style to it because it's a calculated value in game. So I would have to change the text style if it is even changeable, a lot of which are not. or find a function to allow me to set the text style of the text tag.

    Does anyone know which text style text tags use by default?

    or better, does anyone know of a function I can use to change the text style of a particular text tag?

    Any help appreciated, thanks.

    Posted in: Triggers
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    posted a message on Random Create Unit
    Quote from FunkyUserName: Go

    you have to check the flag "ignore clifftest" in order to spawn units at closest point possible ignoring the cliff level. can you post your map with cliffs? i have no problems here. the big advantage of the effect solution is that you dont have to find an alternativ point if a condition fails. it falls back to an blizz algorithm (which is hopefully most effient).

    Thanks everyone, I think this is working perfectly now, after fixing that flag.

    Posted in: Triggers
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    posted a message on Random Create Unit
    Quote from FunkyUserName: Go

    you are lucky, i am nice today left click to spawn a space marine at a random location on the map, everything except the grey areas are unpathable.

    Oddly enough this still doesn't work with cliffs. I surrounded your map with cliffs and made only the middle(non-cliff part) pathable and left click to spawn marines only works less than half the time because the effect is still triggering in a random point within the unpathable parts on cliffs.

    Not sure why the editor hates cliffs but yeah. Without cliffs I could just revert back to the normal create unit function but with cliffs no methods seem to work.

    Posted in: Triggers
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    posted a message on Random Create Unit
    Quote from FunkyUserName: Go

    yes but you can use catalogs to change the unittype if needed.

    I set it up but I get errors. I tried setting the target origin and location on the effects to point instead of unit but no change.

    Posted in: Triggers
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    posted a message on Random Create Unit
    Quote from FunkyUserName: Go

    use an "create unit" effect at random point of map. this will automatically create the unit at the closest point possible. use catalog triggers to set the unittype of the effect first.

    I get the create effect part but what do you mean use catalog triggers to set the unit type? Isn't that part of the effect already?

    Posted in: Triggers
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    posted a message on Random Create Unit
    Quote from finiteturtles: Go

    Use the "point is pathable" function to test if it is pathable to ground units.

    point random_pathable_location() {
        point p;
    
        repeat forever {
            p = random point in entire map;
            if ( p is passable ) {
                return p;
            }
    }
    

    This function will return a pathable point on the map.

    I'm assuming you're using the GUI. point is passable and repeat forever are both listed in the GUI if you search for them. I'm not sure what the function names would be in Galaxy, but you can do the same.

    Tried this but the effect is still the same, I don't think the function cares lol.

    Posted in: Triggers
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    posted a message on Random Create Unit

    I've been using the create unit at random point in region function, however, my map has unpathable cliffs which the trigger still thinks is a valid point to include in its search so when it happens to choose a point on a cliff instead of just choosing another point or creating the unit to the closest nearby pathable point it just doesnt create the unit at all.

    My question is how would I make the trigger create a unit anywhere on the map randomly, excluding cliffs.

    I have tried many things but none have worked.

    The function I am using completely ignores painted pathing, dynamic pathing, etc.

    Any help appreciated, thanks.

    Edit: Using complex regions and many points would not be reasonable for my large map with many unique cliff placements/shapes. Looking for a trigger fix not a complicated terrain one.

    Posted in: Triggers
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    posted a message on Edit Box Center

    I'm looking for a way to center the text within a dialog item edit box as you type.

    Any ideas on how to accomplish this?

    All help appreciated.

    Posted in: Triggers
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    posted a message on Trigger Select Response Time
    Quote from Forge_User_04585675: Go

    The problem is due to physics quite literally.

    The event "Key Pressed" requires synchronizing the input key with the server. Because the BattleNet 2.0 servers (the host servers) are located far away for most players (anywhere from 100s to 1,000s of kilometres away) this takes a considerable length of time. This is because data can only be sent slower than the speed of light (usually 1/3 of the speed of light or less as network hops have processing delay) so any distance results in a time and big distances result in more time. It works in the editor because the host server is built-in so has as good as 0 latency.

    Since this is a physical limitation there is currently no possibility to fix it (you would need to be able to warp reality to do so and I doubt you would be playing SC2 if you could). As such you need to build around such latency.

    In your case the only solution would be to either use the existing "local" groups functionality which needs no synchronization (you can modify units in the control groups) or to abstract orders with some input latency dependent system. The first solution fixes it by removing latency to change groups. The second solution fixes it by abstracting the order from the units to a generic command which affects what ever control group you have selected.

    Oh thanks thats quite informative, now I have a better understanding of how this stuff works. Wish I really could warp reality though. I did eventually return to control groups for the better. Actually made it look nicer than before, but it does suck there is that limitation.

    Thanks again for information.

    Posted in: Triggers
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