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    posted a message on [Data]Custom Minimap Icons In Under 5 Minutes

    This Tutorial is going to cover how to make nice looking Minimap icons that are tinted to each player's team and specific to each unit. Here is an example of what the Minimap looks like the the mod I have been developing...

    Minimap Example

    It is extremely quick and easy to do... The first thing you will need to do is download the background I created for the minimap icons, it is available here...

    http://www.sc2mapster.com/assets/minimap-icon-background/files/1-minimap-icon-background/

    Download that .dds file and import it in to your map

    Open your Data Editor, and go the the Actor of the unit that you want to give a custom background to, Set the fields accordingly. Here is how i set up the data for one of the units in the picture above...

    Minimap Data Setup

    Minimap Icon Background is set to the image that you imported above, for the Minimap Icon field, set that to a button for an icon of a unit that you want... It is not necessary to use a button in this field, however you need to make sure that the image you choose has a transparent background. You can experiment with the Scale on the Icon and Icon Background to see what you like, you will have to scale the button down quite a bit to make it fit in to the MinimapBackground. I used .8 and .25 to get the results you see in the example image above.

    Do this for each unit that you want to have a custom icon and it really adds a nice touch to your map

    Posted in: Tutorials
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    posted a message on [Starcraft Frenzy] Looking for Closed Beta Testers!!!

    Well you know Competition Breeds Greatness!

    I doubt Frenzy will compete with any other games on battle.net right now though, it is really in a genera of its own, while originally we based it off of Footmen Frenzy from WC3, it has since taken on a life of its own and no longer feels anything like a Standard Footmen Frenzy game.

    Posted in: Team Recruitment
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    posted a message on [Starcraft Frenzy] Looking for Closed Beta Testers!!!

    Starcraft Frenzy is an advanced rebuild of the WC3 mod, Footmen Frenzy, however it is built in a way to support high level, competitive game play, We are looking to add 4 to 6 players, of varying skill levels, to our closed beta testing pool to make a total of 10 - 12 players participating in the closed beta. Closed beta testers will talk directly with the Frenzy development team to help improve the game's mechanics, balance, and UI

    Players should Meet the Following Requirements

    • Have access to a NA Battle.net account
    • Be able to Participate in two hour long closed beta tests 1-2 times per month
    • Be able to give constructive criticism on Game Design to help polish out the mod

    Rewards

    Players who participate in the closed beta will have a large impact on the development of the game, and have the opportunity to personally shape a competitive Starcraft 2 mod through suggestions and feedback. Players will also have their account Flagged as a moderator by the Frenzy mod, When participating in the game, inside and outside the closed beta, moderators will have access to special chat commands that are unavailable to other players, and the game will recognize them as a moderator to other players.

    How to Apply

    Frenzy Closed beta testers are required to fill out and submit an application that can be found here... http://justpaste.it/1hz9, or http://www.sc2mapster.com/maps/frenzy/ Applications should be submitted to [email protected] or via a PM to Antimatterthunder (this account) on SC2 mapster

    If you have any questions, or intrest whatsoever in being a closed beta tester feel free to contact us via any of the following methods

    Currently 3 of the 6 available slots have been filled.

    Posted in: Team Recruitment
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    posted a message on Help Losing my Imports.

    I recently took my map, and saved it as a components file. Then used a java script a wrote to do some editing of the Game Strings file, to add in some more text without having to write it all myself... Then i saved my map back to a regular Starcraft map... It all worked fine...and i checked my code, it should not have left any crap in the files, just like if i had done it in the text or via the data editor...

    However now as i work a lot of my imported Icons start showing that they are missing in the data editor, instead they show a Blue and Red square, and when i check the import manager sometimes they show the same there, however when i press Save with the import manager open it finds the files again and fixes the issue... But every so often as i work it loses all my imports and sometimes images are stuck as red/blue squares without them being unable to be found in the import manager...

    Is there a way to fix this? or does anyone have any idea of what is going wrong?

    Wasent sure where to file this issue... i guess it has the most to do with data...

    Posted in: Data
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    posted a message on HotS BETA!

    Wonder if Blizzard would ever sell beta keys?

    because im ashamed to say it, but ide buy one right now

    Posted in: General Chat
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    posted a message on HotS BETA!

    I want a beta key!

    will we be able to use the editor without a key?

    I dont want to get behind on my games, and i am totally excited to see the new editor stuf HoTS will bring

    Posted in: General Chat
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    posted a message on Learn Ability Points...

    So I have heros that level up and learn abilities, similar to the WC3 style of learning...

    I need to make it so that you get one skill point every other level... so like you get a point at level 2, 4, 6, 8, 10 etc...

    How can i do this? the points per level on the learn ability only takes an integer value so i cannot put in .5...

    Posted in: Data
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    posted a message on Getting or setting the a game text value???

    Okay so basically i need to create a new text value in game with triggers and then assign that value to the tool tip of buttons<sub>, i need to make it so that it is a new game text value AND i need to know the string reference value for the text i create</sub>

    i am doing this so i can easily make the tooltip update as my abilities rank up... so for example an ability like chain lightning

    Chain Lightning Fires bouncing electricity, bouncing 3 times and dealing 100 damage Rank 2: 5 Bounces 200 Damage Rank 3: 7 Bounces 300 Damage

    When the ability is unlearned the Rank 2 and 3 lines are the color grey, and the description line is blue, to indicate that learning that ability will give the effect in blue... when the ability is rank 1 the first line is green, and the rank 2 line is blue and the rank 3 line is Grey to indicate that learning the ability will grant the rank 2 stats and you currently have the rank 1 stats... etc for rank 2 and 3...

    I would rather not make individual buttons for each rank and just do like a substring search via triggers to change the colors of the game text for each rank...

    I know i will have to have each rank have its own assigned game text... however if i could generate them via triggers it would save hours and hours of precious time...

    When i create the game text i will use a trigger that picks up on when an ability is learned then set's button's tooltip game text link accordingly

    I hope that makes sense... Any help would be appreciated... Thanks!

    Posted in: Triggers
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    posted a message on 9 Slot Inventory, Always Open

    Thanks!

    Please do it as soon as you can, i am planning on doing a lot of programming this coming Saturday and i would really appreciate having it by then<sub>,</sub>

    Posted in: UI Development
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    posted a message on Increase maximum number of Inventory Containers

    Yeah, i guess my only work around it so find some way to make the slots inside the bags work like container slots...

    i know i can force them to always be open, renee has a tutorial on that somewhere that i have already looked in to... and Kueken531 linked to a post where somebody has done something sorta similar to what i need to make happen, (shown in the top picture on that post)... he has 10 "always open slots" but there is no real explanation i can follow, or example map for that posted there, so until i get that i cannot add in the extra slots...

    Also i need to make the "Empty Face" be assigned to a BUTTON, not just a link to an image and tooltip in the layout files... (i plan to modify it as the game progresses with catalogs)...

    So i guess, would it be possible, to implement somthing like what is shown in the first image on this page... http://www.sc2mapster.com/forums/development/gui/40021-9-slot-inventory-always-open/ AND add a button or "empty face" to them?

    Posted in: Data
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    posted a message on Increase maximum number of Inventory Containers

    i need 8 slots FOR containers... i cannot use the inside of containers because the "Empty Face" field does not work, and as far as i know there is no way to make a container function identically to a container slot because, as far as i know, you cannot make the slots inside of the container, larger, have an image, or tooltip...

    Posted in: Data
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    posted a message on Increase maximum number of Inventory Containers

    Well i need a way to do it...or a way to fake it...

    Posted in: Data
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    posted a message on 9 Slot Inventory, Always Open

    Can we get the example map that was used in making the 10 slot across inventory shown in the first picture? and not just the second one?

    Posted in: UI Development
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    posted a message on Increase maximum number of Inventory Containers

    I desperately need to increase the maximum number of inventory container slots from 6 to 8. Is there any possible way to do this at all? i know i will probably have to do some work in the Layout files to accommodate for the extra slots... How could i do this?

    Posted in: Data
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    posted a message on Cliff Validator

    I have a blink type ability, i do not want the ability to be able to teleport the user up and down across a cliff. But i do need it to be able to blink up and down via a ramp. Is there a validator that i can use to check this or something?

    Posted in: Data
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