• 0

    posted a message on Reference Data String in Tooltip

    Hello there, and thanks for taking a look at my post. Before I say anything else, I already know how to use '<d ref="path to an number"/>'. What I'm trying to do is something similar, except instead of a dynamic number, I want a dynamic string. In this case, I want a tooltip to display the damage type (Melee, Ranged, Spell, Splash) next to the damage number for an effect in the tooltip for an ability. Attempting to do this with a standard d ref tag simply returns 0 instead of the actual string.

    I've searched all over but all I've found is info on dynamic numbers in tooltips. Any help, or even a confirmation that this isn't possible, would be fantastic.

    Posted in: Data
  • 0

    posted a message on Mod Dependent Imports

    This is a known bug. Last I heard blizzard was looking into fixing it 'in a future patch'.

    Posted in: Miscellaneous Development
  • 0

    posted a message on SC2MOD Custom Model Import Issue?

    This is a known bug. Last I heard blizzard was looking into fixing it.

    Posted in: Artist Tavern
  • 0

    posted a message on [Portraits] Click-through portraits?

    @progammer: Go

    Yea, I was originally gonna use an image as the background until I realized that a portrait would look really cool. However, until someone figures this out or support for it is added, I'll just have to use an image as the background. Unfortunate, but there isn't really much we can do about it.

    Posted in: Triggers
  • 0

    posted a message on [Portraits] Click-through portraits?

    I've run into a bit of a problem with custom portraits. Basically, anywhere on the screen that a custom portrait is becomes unclickable. This happens even when the render type is set to HDR and it appears behind something like a dialog, making any dialogs with a full screen portrait as their background unusable. If anyone knows how to either disable portrait clicking, or make the dialog "above" the portrait and again clickable, I'd love to know how.

    Posted in: Triggers
  • 0

    posted a message on SC Universe [NA Alpha Test]

    Hello! Before I say any more, I know and understand there are most likely more "StarCraft Universe"'s and "World of StarCraft"'s. Despite this, I've started working on a StarCraft Universe mod of my own.

    My goal is not so much an ORPG, but more like a series of instances (like those found in World of Warcraft and similar MMOs). There probably will not be any quests, but there will be a storyline. You will be able to create up to 10 characters, each with their own set of action bars, inventories, and equipment that will all be saved between maps. You can level each of these characters up, however you will not need to be a high level to experience the later content (i.e., the instances released after the initial release of SC Universe). Higher levels do however make you more powerful, unlock more abilities, and allows you to equip more powerful gear (you cannot loot gear that requires 5 levels higher than you unless nobody else can loot it either, and you cannot equip it unless you meet the level requirements). There are more features planned than that, but those are the main ones (for now).

    Now, to the point. I will need Alpha testers sometime in the near future (at least 9 of you!). If you'd like to help test, please say so! Out of everyone who signs up, the 9 people best suited to help (times work out well, they are generally good people, etc.). will be chosen. Please note that I do not plan on doing the test as soon as I have 9 testers; more work needs to be done before it's ready for testing. I'm mainly posting this for two reasons; I'd like to see who's interested, and it's sort of an announcement for my StarCraft Universe.

    Additionally, the alpha and beta(s) will be happening on the NA servers. As of now there are no plans to release SC Universe in any other region, however that may change after release. Also, the alpha testers will (probably) be different for each test, and each test will most likely be rather far apart. The alpha will not expose any of the storyline, and is geared toward ironing out any bugs with the core systems. The beta(s) will be about testing each 'instance' before it's released.

    If you have any questions or comments, feel free to make yourself heard.

    Posted in: Project Workplace
  • 0

    posted a message on Is it possible to view/use custom mod assets in maps?

    Is it at all possible to view or use assets that have been imported into a mod in a map using said mod? I ask because as far as I can tell, you can't directly reference assets (such as images) that are not either part of the base SC2 mods or part of your map. This seems like a pretty silly thing to not be able to do, considering the Blizzard mods can do it.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Right-Clicking a Dialog Button

    I think I may have found a solution. I haven't had the time to test it yet, but I think it would go something like this:

    Right Click Dialog Item
        Events
            UI - Player Any Player clicks Right mouse button Down.
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    (Mouse X position clicked in the UI) >= // Item Start X
                    (Mouse X position clicked in the UI) <= // Item End X
                    (Mouse Y position clicked in the UI) >= // Item Start Y
                    (Mouse Y position clicked in the UI) <= // Item End Y
                Then
                    ------- // Actions for right clicking the dialog item
                Else
    

    Edit: But alas, ui clicks do not register when you click a dialog item.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Setting Camera Bounds to the Edge of the Map not working

    I've done a bit of testing, and it seems that when the camera is forced near the edge of the map the screen turns black (although oddly enough this only happens with the west and north edges and not with the south edge. I haven't tested the east edge), so I will probably just have to shift the terrain a bit to keep it away from the edge. Thanks for the input though! :)

    Posted in: Miscellaneous Development
  • 0

    posted a message on Setting Camera Bounds to the Edge of the Map not working

    I'll just jump right into my problem. I've set the playable map area to the max (at the edge of the map), and I have a trigger that sets the camera bounds to the edge of the map. For some reason I'm unsure of however, it seems the max camera bounds are the default camera bounds, and so it won't actually set the bounds to the edge. This is really annoying since I need the camera to be able to follow units very close to the edge of the map, but the camera cannot follow correctly because the bounds are pushing it back. Any ideas on how I could set the camera bounds to the edge properly?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Right-Clicking a Dialog Button

    I'd also love to know how to do exactly this. If anyone knows, don't hold out on us!

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.