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    posted a message on [Data] Events can they be used to add morphing or other effects to abilitys

    I think i know what you mean talking about the begin/finish ... but for now im going to watch that tutorial and see what i can learn frome it.

    Thanks for the info

    Posted in: Miscellaneous Development
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    posted a message on [Data] Events can they be used to add morphing or other effects to abilitys

    Ok I have been trying to find info on this but with no luck.

    Basicly I am trying to use the Creep Tumor Build ability to build buildings other then the Tumor. Which is simple, but the model of the unit (say Spine Crawler) is there during the building time. I cant seem to find a way to have the spine crawler not apear until after the build prosses is complete.

    I am thinking this has something to do with the events but im not sure.

    Any info would be helpful

    Posted in: Miscellaneous Development
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    posted a message on [Data]How would you add/change the effect of a creep tumor build ability?

    I am thinking it has something to do with the events for the units.

    Does anyone have any tips or Ideas on where to look?

    Posted in: Miscellaneous Development
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    posted a message on [Data]How would you add/change the effect of a creep tumor build ability?

    Ok So I have been messing with the Creep Tumor and its ability to place a new tumor. I have found how to add units/buildings to this BUT I can not seem to find a way to REMOVE the final unit model until after its been created.

    In the Data Editor under the Creep Tumor - build and the unit list there (or what ever its called I think of it as a list of units it can build). Under a unit there is an Info - Time option this sets the time before the unit is usable (a build time). During this time the game shows BOTH the build animation and the final unit.

    Right now I have the Barracks buildable in this way and when its being "built" I can see the animation of the construction of it under the barreks and the Sping Crawler building I can see the Zerg bubble thing for morphing but it also shows the final Spine Crawler.

    I would REALLY like to know what I need to do to cause it to look just like the drone build, zerg build, or protoss warpin animations. (I have tryed using the Drone build ability too but it has a distance requirement and I have not tryed to remove that figuring since the drone morphs into it I would not beable to place the new building away from the tumor.)

    Posted in: Miscellaneous Development
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    posted a message on Trying to find the steps needed to combine a few abilitys...

    New ability discription- The ability would send an egg like missile to a target location that would then morph into a building/unit

    I know I would need to ether use one or both of these to skills Infested Terran (the launch/missile effect to the target location) Zerg morph (as in when a drone builds a building)

    I also am aware I could use triggers but I want this to be an ability I can easly add units too.

    I have been looking for a simple step by step tutorial since most of the editing you do in the data editor is very repetitive but I cant seem to find info on what (if anything) I need to change to get this working.

    Posted in: Miscellaneous Development
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    posted a message on I hate Editing 6 different locations just to change one thing!

    @RileyStarcraft: Go

    It did "occur" to me, while I fail to see the use of adding an ability to the command card that is not used. Unless you are talking about just the button look and having that button do something that icon art was not created for (like using the icon for a missile turret to construct some custom turret, in which case you would STILL need to change quite a few things that all could (and should imo) be automated to apply defualt settings).

    oh well sooner or later ppl will make custom map editers just like for the old starcraft and wc3 games

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on I hate Editing 6 different locations just to change one thing!

    Maybe I am doing things wrong but it seems that to edit things in the data editor you have to manually change it in every location. Example is well think about what you have to do to say create a new building. The steps involved, the areas that need to be changed. I for one I like using computers since they are able to take a set of steps (that can be repeated) and do them for me so I DONT have to. Yet I find my self doing the SAME steps over and over after seting the bases for them already and the editor is not filling in the blanks.

    Again maybe I am doing it wrong and there is a simple way to duplicate say a command center and have this new command center be ready for me to add new abilitys to it and NOT have to go in and remove the old abilitys and create new blank ones each and every time.

    Maybe I am just looking at it from a different angle but I hope this editor starts to be stream-lined and such soon.

    This whole rant came from editing the command cards ... if I set the 3.4 command card location to X ability for a unit I should NOT have to go into the units ability list and tell it AGAIN that I have given it the X ability!!

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Is it possible to get the location of the mouse?

    ok ill start playing with the camera settings then. thanks

    If you know of any good tutorials or something about working with tutorials I can take a look at feel free to post them hehe

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to get the location of the mouse?

    WITH OUT needing the player to click!

    I was wanting to make a map where a unit will move to the location of the mouse. But as far as I can tell you can not get the location of the mouse with out a click event.

    Posted in: Miscellaneous Development
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    posted a message on Adding an Ability to a unit using Behaviors or can you?

    So far from what I have seen I can not add abilitys to units only effects or looks. I can use an ability to disable or enable abilitys but the abilitys have to be added to the unit in the editor before hand.

    Am I missing something or is this the only way to give a unit an ability is in the data editor and not in a trigger ?

    Posted in: Miscellaneous Development
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    posted a message on Click a dialog button and then a unit??

    Well as for how to change the cursor I dont know how you would do that.

    BUT as for finding which dialog is clicked I do know.
    When you create a dialog or a dialog item, you can then assign it to a dialog variable or a dialog item variable.
    Then in a trigger you can test to see what dialog is being interacted with.

    An Example: Here I create a "Dialog Item" it says dropbox but its accually a list (still have not changed the name since I changed it to a ListBox not Dropbox hehe) for a Dialog I have already created and set to the Dialog:Hero Selection Dialog[0]

    Dialog:Create:Item:Dropbox Item
        Options: Action
        Return Type: (None)
        Parameters
        Grammar Text: Dialog:Create:Item:Dropbox Item()
        Hint Text: (None)
        Custom Script Code
        Local Variables
            tmptext = No Text <Text>
            tmpUnitCount = 0 <Integer>
            tmpIntXoffset = 0 <Integer>
            tmpIntYoffset = 0 <Integer>
            DialogItemSize = 0 <Integer[1]>
            tmpInt = 10 <Integer>
        Actions
            Variable - Set tmpUnitCount = 1
            Variable - Set DialogItemSize[0] = 240
            Variable - Set DialogItemSize[1] = 520
            Variable - Set tmpIntXoffset = 30
            Variable - Set tmpIntYoffset = 35
            Dialog - Create a List Box for Dialog Dialog:Hero Selection Dialog[0]
            Variable - Set Dialog:Item:Hero Selection:Dropbox[0] = (Last created dialog item)
            Dialog - Set Dialog:Item:Hero Selection:Dropbox[0] size to (DialogItemSize[0], DialogItemSize[1]) for (All players)
            Dialog - Move Dialog:Item:Hero Selection:Dropbox[0] to (tmpIntXoffset, tmpIntYoffset) relative to Top Left of dialog for (All players)
    

    Then I store this ListBox in the "Dialog:Item:Hero Selection:Dropbox" which is an array, so I set it to the first element in that array 0. The rest of that trigger adds a few list items to it each new item I add to the next element 1, 2, 3 etc in the array of items. Then later I can place a condition in a trigger to check if the dialog item being click, dbl click, or what ever is the same item.

            (Used dialog item) == Dialog:Item:Hero Selection:Dropbox[0]
    

    But how do I know what is selected in the list box you might wonder, well

                        If
                            (Selected list item of (Used dialog item) for (Triggering player)) == HeroIndex
                        Then
    

    So if HeroIndex = 4 and the Selected list item is 4 then I know what item was selected. The first List Item being at an index of 1 :)

    Hope this helps some .... if not sorry to have taken ur time :)

    Posted in: Miscellaneous Development
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    posted a message on Adding an Ability to a unit using Behaviors or can you?
    Quote from soulzjd:

    Can I add the ghosts sniper shot to a zergling by using a behavior?

    I want to do it via a behavior, since (right now) there is not way to add an ability to any unit via a trigger but you can add a behavior to a unit via a trigger.

    Posted in: Miscellaneous Development
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    posted a message on Adding an Ability to a unit using Behaviors or can you?

    Ok I was look at the Behaviors and I remember reading someone said you can add an Ability to a unit by adding a behavior to it that then adds an ability.

    Is this possible? Can I add the ghosts sniper shot to a zergling by using a behavior ? If I can how?

    And I dont mean the range or to change the default attack. What I am looking for is a clickable/activatable Icon in the command card where you would normally see any ability a unit has.

    Posted in: Miscellaneous Development
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    posted a message on How to add ability to a unit via triggers?

    @Slistak: Go

    Have you found out how to do this or if it is possible ?

    Posted in: Miscellaneous Development
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    posted a message on Are there any known easy rules for finding data for any object?

    Hopfully at release or soon after it will be easyer to find this data at runtime.

    Posted in: Miscellaneous Development
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