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    posted a message on [Contest] Share Your Blizzard Custom Submissions

    Here's a trailer of the map I submitted. It's a multi-player hero arena where the object is to get "over 9000" power. It's called "Power Level Overwhelming". There are neutral squads roaming the map to kill for power. You can also kill players / collect artifacts / use the "power up" ability to gain more power. At least watch until you see the jump abilities, those are my favorite :]

    The contest submission said its okay to talk about your map after the 11th. I think the main reason you don't want people sharing until then is because people can steal ideas or it may discourage other people from entering.

    Posted in: Project Workplace
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    posted a message on [Data] Multi-Phase Spells (Advanced Difficulty)

    Just guessing, but would the approach phase be for abilities that target a location? For example, if you're a ghost and you click 'launch nuke' across the map he has to walk there. I may try this out later and see what happens.

    Posted in: Tutorials
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    posted a message on [Data] Working with Beams (Beginner Difficulty)

    Thank's for the tutorial. You need to fix a copy and paste error in the Ionic Splitter 'models tab' section. Also, the boxes checked for copying the hellion do not match up with the text below it (death model).

    Posted in: Tutorials
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    posted a message on [Info] Patches 14-15.1 Editor Changes

    I'm a GUI SC2 scripter, so I noticed a change in that area:

    1) Create a new function/action
    2) Add a new parameter
    3) Change the parameter to type 'File'
    4) You can now drill down to new file types through the GUI such as flash animations, etc. Before it was just a few different types.

    Still not record passing or return values :[

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on How do you define constants in GUI?

    @Slistak: Go

    There is a constant checkbox in the GUI when you click on the variable / view its details

    Posted in: Miscellaneous Development
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    posted a message on Dialog items and click event problem

    After much experimenting, I found out a work-around. It's a bit hacky, but it works. Someone let me know if they find something better please!

    In order to capture mouse clicks over an dialog image item, you can place a button of the same size with transparency set to 100%. Here's my work-around:

    Actions
    Dialog - Create an Image for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip using the image Assets\Textures\btn-border-ability.dds as a Normal type with tiled set to false tint color Green and blend mode Normal
    Dialog - Create an Image for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip using the image iconFile as a Normal type with tiled set to false tint color White and blend mode Normal
    Dialog - Create a Button for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip with button text "" and the hover image set to ""
    Dialog - Fade (Last created dialog item) to a transparency of 100.0 over a period of 0.0 seconds for (All players)
    
    Posted in: Miscellaneous Development
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    posted a message on Dialog items and click event problem

    I've been stuck on this for several days. Perhaps other map makers could lend their wisdom?

    Goal: Create a clickable dialog button with an image (76x76) of a particular unit / ability and launch custom functionality when clicked via a trigger.

    Difficulty: My current attempts do not fire the triggers below when clicking over dialog images. For example, if the image is placed on top of the button, the triggers below will not work. If the button goes on top, it works but looks bad.

    Current FAILED solution (code): NOTE: I have some constants down there:

    const int CARD_ICON_DIM = 76
    const int DIALOG_OFFSET = 35
    
    
    rootMenuAddIcon
    Options: Action
    Return Type: (None)
    Parameters
    iconIndex = 0 <Integer>
    tooltip = No Text <Text>
    rootMenu = No Dialog <Dialog>
    iconFile = EditorData\Images\UnknownImage.tga <File - Image>
    Grammar Text: rootMenuAddIcon(iconIndex, tooltip, rootMenu, iconFile)
    Hint Text: (None)
    Custom Script Code
    Local Variables
    Actions
    Dialog - Create a Button for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip with button text "" and the hover image set to ""
    Dialog - Create an Image for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip using the image Assets\Textures\btn-border-ability.dds as a Normal type with tiled set to false tint color Green and blend mode Normal
    Dialog - Create an Image for Dialog rootMenu with the dimensions (CARD_ICON_DIM, CARD_ICON_DIM) anchored to Top Left with an offset of ((rootMenuIconIndexToXOff(iconIndex)), DIALOG_OFFSET) setting the tooltip to tooltip using the image iconFile as a Normal type with tiled set to false tint color Green and blend mode Normal
    
    
    rootMenuCreate
    Options: Function
    Return Type: Dialog
    Parameters
    Grammar Text: rootMenuCreate()
    Hint Text: (None)
    Custom Script Code
    Local Variables
    Actions
    Dialog - Create a Non-modal dialog of size (ROOT_MENU_WIDTH, ROOT_MENU_HEIGHT) at (0, 0) relative to Top Left of screen
    General - Return (Last created dialog)
    
    
    init_comm_gui
    Options: Action
    Return Type: (None)
    Parameters
    team <Team>
    player <Player Group>
    Grammar Text: init_comm_gui(team, player)
    Hint Text: Initialize text for player class - Commander.
    Custom Script Code
    Local Variables
    tmpDialog = No Dialog <Dialog>
    Actions
    Variable - Set tmpDialog = (rootMenuCreate())
    rootMenuAddIcon(0, "X", tmpDialog, Assets\Textures\btn-ability-terran-bombardmentstrike.dds)
    rootMenuAddIcon(1, "Y", tmpDialog, Assets\Textures\btn-unit-terran-marine.dds)
    rootMenuAddIcon(2, "Z", tmpDialog, Assets\Textures\btn-unit-terran-autoturret.dds)
    rootMenuAddIcon(3, "Q", tmpDialog, Assets\Textures\btn-ability-terran-heal.dds)
    Variable - Set rootMenu[(Integer(team))] = tmpDialog
    Dialog - Show (Last created dialog) for player
    
    
    
    BtnClicked
    Events
    Dialog - Any Dialog Item is Clicked by Player Any Player
    UI - Player Any Player clicks Left mouse button Down.
    Local Variables
    Conditions
    Actions
    UI - Display a Message custom dialog with Title No Text and Text "Zing" for (All players) (Pause game)
    
    Posted in: Miscellaneous Development
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