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    posted a message on More than one hotkey for button?

    the in game hotkey may work.

     

    my players were asking for 2 hotkeys for the same button; in this case it was a build unit button.  If i stack two button within a command card slot, only the top button is active.  

     

    I still do not think its possible to do in data. 

     

    Perhaps in triggers as an trig event, i'm not sure.   I was curious to see if it was at all possible in data, or if anyone has succeeded in doing something like this 

    Posted in: Data
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    posted a message on More than one hotkey for button?

    Is it possible to assign more than one hotkey to a button?  

     

    I thought it was impossible, but some of my multiplayer map players say that they have seen this occur in other games.

     

    (they can't remember which game) 

    Posted in: Data
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    posted a message on Forums back up!

    oh, i thought i was banned for being to blue.  -glad to see it was just unplugged    : )

    Posted in: General Chat
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    posted a message on Battlenet Group Chat Tab?

    1. How do I add/show my battlenet group's chat bar like the arcade chat bar.  I've seen it automatically appear with other battlenet groups but not with mine.  (red arrow in my image shows the chat bar)

     

    2. What is the difference between: 

     

    battlenet:://starcraft/group/1/367257

    and

    starcraft://group/1/367257

    Posted in: General Chat
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    posted a message on Spawned Actor Fog Visibility?(Partially Solved)

    There's also an update visibility flag

    Posted in: Data
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    posted a message on Please Help ! Leaderboard. Pics included.

    Creating a custom leaderboard using dialogs would be the best solution.  -but is also the most time consuming solution.

    Posted in: Triggers
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    posted a message on Boss Bar Font Not Working?

    I had this problem too.  I could not resolve it, but instead i used a standard progress bar and wrote a custom boss bar using a standard progress bar dialog item.  A custom dialog progress bar allows you more freedom to change the way the boss bar looks

     

    I think you can use the 'older' blizzard boss bar that does not have this error, but I do not know how to access the the older boss bar.  Maybe someone else here knows that.   

    Posted in: Triggers
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    posted a message on The movement speed of units is SOMETIMES different ingame, compared to how it looks in the editor. Why?

    1. are you using a separate map and data mod?  if yes, then check to see if you have edited the unit within the map's data editor.  This would overwrite your data mod entries and the unit would use the map's data entries.

     

    2. if not use a mod:  is the text for speed green or white?  if green, this means the unit is being affected by a buff that causes its speed to change. ie: charge or stim

    Posted in: Data
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    posted a message on Issue order so a ground unit moves toward the target after attacking?

    Hi Kabel, try this:

     

    1. Either use a Create Persistent with period effects or use a buff with period effects.

             1A: your Create Persistent must use 'caster (or source) unit as the location

             2B: you must use period offset of 0, -Y, 0 for your offset.  use -Y not +Y

     

    [edit] use caster unit.  Dr.SuperEvil is correct, you cannot use a point 

     

    This will make the caster/source unit use a location 'in front' of the caster/source

    as in: the direction face towards the target

     

    2. Period Effects:

                    2A: use a IssueOrder Attack Effect

                    2B: use a IssueOrder Move Effect for the 2nd period effect, using the -y offset

     

    Tricky Part: The period duration between IssueOrder Move and the 'next' Period effect 'must' have enough time for the unit to 'move' to the offset location before another period effect is executed.

     

    Another option is to use force effects in lieu of the IssueOrder Move effect (but you would need to use 'target' as the location paired with a negative force)

    Posted in: Data
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    posted a message on Battle.net is down

    yes, bnet crashed on me too as i was playing my RC map version with a random test volunteer.  i checked my email but i checked it very late after my test game

    Posted in: Off-Topic
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    posted a message on Every time I plug headphones, Cutscene editor starts

    +1

    I turn my BT headphones on -the cutscene editor starts up.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [solved]Which lags less: Buff Remove/Apply every 1.5s or...

    @TyaArcade: Go

    I am doing them en masse. I am deep into the thousands.

    With a handful of casters doing buffs, its no issue, but I have many. That's why I search for the most efficient methods.

    Your information was extremely helpful. I will refocus my attention on the autocast vals.

    As for this thread:

    I think I've concluded that doing the range 5 validator to remove the target buff would work better than having the target buff expire and be reapplied by the caster -to avoid doing another autocast pass.

    @DrSuperEvil: Go

    I cleaned up the wording on my posts, it should be more clear now

    edit: ah.. i forgot to put the word 'not' within range 5. I think that was causing confusion. sorry.

    Posted in: Data
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    posted a message on [solved]Which lags less: Buff Remove/Apply every 1.5s or...

    @FunkyUserName: Go

    1. Caster does a search for allies within 5, to apply a target buff. the search runs on a 1.5s period.

    The target buff expires in 1.4s. (like a guardian shield)

    2. Or, I can have a validator on the target buff, to check if the caster is no longer within range 5, to remove the target buff.

    Posted in: Data
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    posted a message on [solved]Which lags less: Buff Remove/Apply every 1.5s or...

    This is a bit nit picky, but which is less laggy:

    1. Target Buff that expires in 1.5s and then is reapplied by the caster using a search

    2. Target Buff that uses a 'Caster not within 5 Range' validator to remove the Target Buff.

    It depends on how much overhead the 'Caster not within 5 Range' validator uses to constantly check.

    So which is the better choice? I will apply this scenario's logic to a lot of my buffs.

    Posted in: Data
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