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    posted a message on Loading Screens

    @gardenofaiur: Go

    Phenomenal Work!

    Posted in: Artist Tavern
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    posted a message on Unable to use variable for player value with UI button pressing event

    @crazyfingers619: Go

    The workaround for this is to go to Function > Player Group > Player From Player Group > Player 1 from (Player Group(YOUR_PLAYER_INT_VARIABLE)).
    Leave Player 1 as player 1 because that isn't the player number but the player index in the group.
    Although I would agree, even with this workaround they need to add that functionality you talk about.

    Or you could just set the event to any player and have conditions checking if it is the player in your player integer variable. Personally that is a better way to do it if you have more than one player.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Comparison Operators not working right?

    @bulletbutter: Go

    Right now you have it run whenever the player's minerals are less than 4, which means when they are 3 or below. Then in the else clause you subtract the minerals by 5. I don't understand what your question has to do with what you provided or what it is that is not working.

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on [Trigger] Simple Leap Function

    @solthar: Go

    Agh yeah thats my fault, here is the collapsed block (You can also download the map at: http://www.sc2mapster.com/assets/simple-leap-function/ to view it in the trigger editor)

    http://dl.dropbox.com/u/6541938/tutorials/leap/img/002.jpg

    Posted in: Tutorials
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    posted a message on [Trigger] Simple Leap Function

    Someone requested that I show how to create a simple trigger based leap "ability". The full tutorial is actually the documentation in the trigger comments of a downloadable example at: http://www.sc2mapster.com/assets/simple-leap-function/

    What this function does is allow you to give it any "casting" unit, and a point(even a position of a unit), and an animation to be played for the "casting" unit, and it will simulate a leaping motion on the "casting" unit from its initial position to the position of the target, while playing the given animation.

    This isn't a tutorial in the strictest of sense, but since this is completely trigger based I felt a heavily documented example would serve a lot more useful then just a lot of pictures with explanation.

    http://dl.dropbox.com/u/6541938/tutorials/leap/img/001.jpg

    Posted in: Tutorials
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    posted a message on World of Starcraft - Public Engine Released

    Over the past couple of days, especially on HiveWorkshop I have seen an obscene amount of Starcraft ORPG's emerge, every one looking eerily similar to the last, my project has fallen under the same description and I have lost all enthusiasm in continuing it with so much of the same being made by talented individuals in other communities, I will be releasing what I have so far of my project for public consumption with hopes of people learning, and not just slapping their name on things already built. I will be working on a new original project that will hopefully push boundaries in a more creative manner. Enjoy Guys, give credit where credit is due if you use my stuff! :)

    Posted in: Trigger Libraries & Scripts
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    posted a message on AC130K - Spaceship Gunner

    Very well done, keep up the good work!

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released

    @Zek23: Go

    All of the banks will be saved with the players name as the ID, there won't be a trading system in place because this will be a pvp-endgame oriented game, the pve will basically be solo content that you try to accomplish alongside other members of your race, and trying not to get killed by opposing races doing the medium paced grind.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Adaptation - Epic Rpg -

    Sexy, if you do pull off what you promise in the features list, this will definitely be something I will be playing!

    Posted in: Project Workplace
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    posted a message on World of Starcraft - Public Engine Released

    I'm not using the data editor to keep track of my hero's stats, every detail about a character is kept in, and manipulated through, variables. The combat system will be completely trigger based as well so everything will be smooth, the only real data coming out of the data editor is different units with actors attached, as well as doodads.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Random Points Between Points?? Quick Question

    I haven't actually looked at this, but I'd have to say that if you were asking something to pick a random point between two end points P1 and P3, then it would return a random point on the line of P1-P3. If you wanted the game to select a random point from a list of points you define, you need a point array and then refer to a random position in it using the Math.Random function.

    Posted in: Miscellaneous Development
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    posted a message on Ababmer's Playable Terrain Gallery

    Good Stuff so far, keep up the great work!

    Posted in: Terrain
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    posted a message on Deleting Dialogs, help please

    @Fantajim: Go

    When you create a dialog, you should be storing that dialog in a Dialog variable that is set to last created dialog, that way, when you want to delete the dialog, you refer to the variable you stored it in, there is no way to just refer to a dialog by name, because a dialog doesn't have a name, it can only have a variable referencing it.

    Posted in: Miscellaneous Development
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    posted a message on Need help manipulating lighting

    @MaMasToast: Go

    Currently we don't have a lot of access to lighting toys, but when they finally populate the doodad list I'm sure there will be some kind of directional light doodad available. You could use that as a flashlight and have it follow the units position around and change it's facing angle to the unit's facing angle. As for reflection, there won't be graphical reflection functionality but you can use code/Triggers to calculate if an object is having that flashlight shown onto it and then create lights for that object to make it appear it is reflecting light. For making objects prevent light, since you would be using a doodad as the light, it would be impossible to dynamically prevent any light the doodad would be generating short of destroying it, so you would need to just make walls that out-range the flashlights rays.

    Short Answer is this would not be possible with a simple button click here or there, an engine or framework would need to be built for it.

    Posted in: Project Workplace
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    posted a message on Button Images?

    @zachet: Go

    You can use Set Dialog Item - Image, to set the buttons image when it's not moused over, but this is ugly and caused the image to stretch in unknown ways, the best Method is to create a dialog item Image and place it directly over the button, and if you don't want the dialog button to be visible make sure to set it's transperancy or alpha value to invisible.

    Posted in: Miscellaneous Development
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