I have this situation : I'm working on a mod, containing two libraries having the following IDs : Proj and Vect. The Proj library uses functions of the Vect library. Unfortunately, the Proj library seems to be included before the other one. And there is my problem.
A solution is to create a custom script in the Proj library containing this code :
include"Base.SC2Data/LibVect.galaxy";
But when launching the map, I get an error because I also use Vect functions in another sub mod, and the map tries to load again the Vect library, resulting in a duplicated code error.
I don't want to create another mod for the Vect library, because working with too many mods is boring and takes space in your Battle.Net account maps/mods uploads limitations. I just want my Vect library to be loaded before the Proj one.
for different purposes, I made a library allowing to save some custom data for a unit. But you can use it for what you asked for. I give you the libraries, if you don't understand how to use them I will give you more explanations.
You need to import the two attached libraries, and change their "Library ID" to : "StrU" for String Utilities, and "UniD" for Store Unit Data.
I got an ability which is casted after a behavior's damage response event. I would like to know if someone found a way to check (with a validator I guess) if the ability auto-cast status is on.
I'm currently having a problem on how to use the data markers. I'll first explain what I want to do so you may understand easily :
I have a unit which has two spells : "Create a mine" and "Explode mine". When my unit creates a mine at a location, it can't create a mine anymore, and the "Explode mine" button becomes active. Well, when I press the button, it should make the mine created by this unit explode.
When I use "Explode mine", it'll search in a huge area all the mines, but how to know that the mines found have been created by the caster ?
I don't know how to link the mine to it's creator. I guess I should use markers, but after a lot of searches, I didn't find so much interesting stuff. Do you guys know how I could do ?
I would like to have a timer that can go under 1/32 (or 1/16 as the editor's tips says) second. In WarCraft 3 we could have a timer ticking every 0.005 second if we wanted, that was just great.
About cliff : more than two please.
Please, why did you Blizzard removed pointers ? WHY OMG ?! Just put it back, I just can't understand why you removed something that took time to your programmers to do. We just need it.
Well, Blizzard I want to tell you that the new GUI rocks. It's soooo well made, really : great job. But WHY can't we just put written script in the editor itself ?! Why can't we just - like in WarCraft 3's World Editor - write some script into the editor ?! Personally, I don't like the GUI interfarce, I prefer write my own code, but I am forced to write it in a writer software, then import the files I modified via the import manager, then save the map, then test it. Do you know something that gets more boring ?
Same as progammer.
Also, the tool for music (don't know the name in english, the thing at the right of Mengsk), should better be in the other direction. Oriented toward the window is not the best I guess. :)
I began a map like this, anyway if you could make a single map with all useful function, that would be great. Here is what I got that is interesting :
// A simple function for debug.voidDebug(strings){UIDisplayMessage(PlayerGroupAll(),7,StringToText(s));}// To create only one unit.unitUnitCreateSingle(stringunitType,intowner,pointpos,fixedfacing){UnitCreate(1,unitType,0,owner,pos,facing);returnUnitLastCreated();}// To get a unit x.fixedUnitGetX(unitu){returnPointGetX(UnitGetPosition(u));}// To get a unit y.fixedUnitGetY(unitu){returnPointGetY(UnitGetPosition(u));}// To get the height of a point.fixedPointGetZ(pointpt){returnWorldHeight(c_heightMapGround,pt);}// Converts an angle in radian into degrees.fixedRadToDeg(fixedangle){returnModF(angle*180/MATH_PI,360.0);}// Converts an angle in degrees into radian.fixedDegToRad(fixedangle){returnModF(angle*MATH_PI/180,2.0);}
Well for people who are coming here, I found a way not to have any tip displayed on the loading screen.
As progammer said, go to (not sure of the exact english translation) :
Map > Map loading screen > Below "Text" in the "Help" area, put just one space.
When the map will load, there wont be tips or borders appearing.
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Hey there,
I have this situation : I'm working on a mod, containing two libraries having the following IDs : Proj and Vect. The Proj library uses functions of the Vect library. Unfortunately, the Proj library seems to be included before the other one. And there is my problem.
A solution is to create a custom script in the Proj library containing this code :
But when launching the map, I get an error because I also use Vect functions in another sub mod, and the map tries to load again the Vect library, resulting in a duplicated code error.
I don't want to create another mod for the Vect library, because working with too many mods is boring and takes space in your Battle.Net account maps/mods uploads limitations. I just want my Vect library to be loaded before the Proj one.
Any idea on how I could fix this "issue" ?
Thanks. :)
0
Hi,
for different purposes, I made a library allowing to save some custom data for a unit. But you can use it for what you asked for. I give you the libraries, if you don't understand how to use them I will give you more explanations.
You need to import the two attached libraries, and change their "Library ID" to : "StrU" for String Utilities, and "UniD" for Store Unit Data.
Good luck.
0
Just make an invunerable, unselectable & co. unit, attached to a model with a 0.001 size. Should do the work.
But I think this solution to calculate the path cost is not the best one, anyway I don't see another better solution, so good luck with this one. ;)
0
I got an ability which is casted after a behavior's damage response event. I would like to know if someone found a way to check (with a validator I guess) if the ability auto-cast status is on.
I hope someone will know ! :)
Thanks for answers. ;)
0
Second video is online !
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What if StarCraft II was like that ?
Hope you enjoy ! :D
0
Hey there,
I got some problems with hiding the unit life label. I tried this :
Or even this :
...but it doesn't work. Have you any idea how to hide it ?
Thanks alot !
By the way, very great tutorial, thanks a lot ! :)
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Hey !
Thanks alot, that's exactly what I wanted. <3
And by the way, it's possible to have several mines per unit, just test it. ;)
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@Chiquihuite: Go
Ok thanks a lot.
Yeah !
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Hey,
I'm currently having a problem on how to use the data markers. I'll first explain what I want to do so you may understand easily :
I have a unit which has two spells : "Create a mine" and "Explode mine". When my unit creates a mine at a location, it can't create a mine anymore, and the "Explode mine" button becomes active. Well, when I press the button, it should make the mine created by this unit explode.
When I use "Explode mine", it'll search in a huge area all the mines, but how to know that the mines found have been created by the caster ?
I don't know how to link the mine to it's creator. I guess I should use markers, but after a lot of searches, I didn't find so much interesting stuff. Do you guys know how I could do ?
Thanks alot for any answers. :)
Romm'
0
I would like to have a timer that can go under 1/32 (or 1/16 as the editor's tips says) second. In WarCraft 3 we could have a timer ticking every 0.005 second if we wanted, that was just great.
About cliff : more than two please.
Please, why did you Blizzard removed pointers ? WHY OMG ?! Just put it back, I just can't understand why you removed something that took time to your programmers to do. We just need it.
Well, Blizzard I want to tell you that the new GUI rocks. It's soooo well made, really : great job. But WHY can't we just put written script in the editor itself ?! Why can't we just - like in WarCraft 3's World Editor - write some script into the editor ?! Personally, I don't like the GUI interfarce, I prefer write my own code, but I am forced to write it in a writer software, then import the files I modified via the import manager, then save the map, then test it. Do you know something that gets more boring ?
0
Same as progammer. Also, the tool for music (don't know the name in english, the thing at the right of Mengsk), should better be in the other direction. Oriented toward the window is not the best I guess. :)
But this is a cool video ! Good job !
0
I began a map like this, anyway if you could make a single map with all useful function, that would be great. Here is what I got that is interesting :
Good luck with this project. :)
0
Lol they are just so funny. :D
Look at the number of members who got banned on this topic, they have this avatar :
The guy who created the topic is just rofling. xD
[EDIT] By the way, I want the cake too !
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Well for people who are coming here, I found a way not to have any tip displayed on the loading screen. As progammer said, go to (not sure of the exact english translation) :
Map > Map loading screen > Below "Text" in the "Help" area, put just one space. When the map will load, there wont be tips or borders appearing.
Good luck !