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    posted a message on Disabling right click to move

    In the Data Editor you can add "Uncommandable" to the Flags-property of the unit to make the user unable to use ANY commands.

    Otherwise you can use a trigger with this action:

    UI - Disable Smart Click for (All players) commands

    Works like a charm, just tested it :P

    PS: In the list it is called: Enable/Disable Command Functionality. You have to select Smart Clicks from there.

    Posted in: Miscellaneous Development
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    posted a message on An easy way to use special effects?

    Well, I suck with the Data Editor so I couldn't figure anything out by myself and Galaxy doesn't have functions for creating special effects yet.

    How can I attach a special effect to an Effect? So that it is shown once when receiving the Effect?

    Posted in: Miscellaneous Development
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    posted a message on Creating doodads mid-game

    There is no API for doodads. So it's not possible. Hopefully they'll add some before they throw the game at the public.

    Posted in: Miscellaneous Development
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    posted a message on How do i place a dead marine

    Let him play the death animation, wait 1 second, then set his animation scale to 0. That'll freeze him in the middle of his animation.

    Alternatively you could try to tinker around with Set Animation Completition or whatever it was named.

    Posted in: Miscellaneous Development
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    posted a message on Returning a struct
    struct ITEM{ //Define the struct
        string name;
        int cost;
    }
    
    ITEM[100] ItemArray; //Define an array of ITEM
    
    ITEM GetMyItem(int index){
        return ItemArray[index];
    }
    

    Is there any way to realize GetMyItem() in Galaxy? I'm getting the error that "bulk copy is not supported".

    I think in C you'd write it like that:

    ITEM* GetMyItem(int index){
        return &ItemArray[index];
    }
    

    But that simply gives me some syntax error.

    I'd be grateful for any help, as it would make my work a lot easier.

    PS: I've read somewhere that, with Patch 9, pointers got removed completely. If that's the case then it's not possible, I guess.. but asking doesn't cost anything :p

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    I'd be very grateful for this. I'm still trying to get working with dummy units, but to no avail yet.

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    The model I am using is

    Assets\Effects\Zerg\BloodImpactSmear\BloodImpactSmear.m3

    The way I've applied the blood splat in the picture with the marine was through triggers. (Attach actor to unit). I'm not very experienced with the Data Editor yet, so I barely get anything done with it.

    I can only theorize here, but even if the persistent effect would stay at one place, it wouldn't disappear again I guess. After a couple of hundred kills that might clogg up the engine pretty much.

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    Yea there are a couple of nice blood effects, but attaching them to the unit has 2 drawbacks:

    1st) it moves with the unit - which is kind of stupid. To understand this it might be good to know how the blood actually looks like:

    image Logically the blood should stick to the ground :p

    2nd) I don't think I have control of the angle the blood is spawned in. As you can see on the image the blood is shet to the opposite direction the bullet came from.

    I have tried using a unit with the blood splat as a model, but because of some reason the unit shows fine in the editor, but it doesn't appear in-game :(

    Posted in: Miscellaneous Development
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    posted a message on Spawning Blood Effects

    I have a little problem here: I triggered myself a little weapons-system and now I want units hit to have blood effects (blood that splats on the ground behind them).

    In Wc3 I'd use doodads for that, but in SC2 there is no API for creating doodads o0 There is neither an API for creating special effects, if I'm not wrong.

    Any idea on other ways to make blood splats on the ground?

    PS: The damage is triggered, so there is no actually unit shooting.

    Posted in: Miscellaneous Development
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    posted a message on Which is faster: regions or large unpathable objects?

    I'm using move-unit triggers either and I've also encountered the problem.

    You can also do a pathing check [ Is terrain pathable() ] before moving your unit there.

    Posted in: Miscellaneous Development
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    posted a message on Dialog Boxes Help!

    Well, from what I see: You are adding buttons to "MyDialog" And then you're creating some dialog. MyDialog has nothing to do with your created dialog.

    Actions
            Dialog - Create a Modal dialog of size (500, 400) at (0, 0) relative to Center of screen
            Variable - Set MyDialog = (last created dialog)
            Dialog - Set title of MyDialog to "Game Mode"
            Dialog - Create a Button for Dialog MyDialog with the dimensions (200, 50) anchored to Top Left with an offset of (50, 0) setting the tooltip to "Classic Mode" with button text "Classic Mode" and the hover image set to ""
            Dialog - Create a Button for Dialog MyDialog with the dimensions (200, 50) anchored to Top Left with an offset of (50, 100) setting the tooltip to "Rush Mode" with button text "Rush Mode" and the hover image set to ""
           
            Dialog - Show MyDialog for PG1
    

    This should work.

    Posted in: Miscellaneous Development
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    posted a message on How to create a custom ability?

    This might help you: Adding an Ability to a unit My guess is that you forgot to add the button in the unit's Command Card.

    Posted in: Miscellaneous Development
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    posted a message on Custom Script & Libraries

    Hi guys, I got two questions to ask.

    1st) Is there a way to make triggers show up a customs script, like it was in WC3? The Show Script button does not let me modify the script, as far as I see.

    2nd) I've created a custom library with some functions inside. Now when I want to call one of these functions in one of my triggers the game gives me a compile error. When I am using Show Script to display the whole map script I can see that my functions aren't in there though. The whole library consists of just a few commented lines. Is there anything special I have to do to make a library work?

    Thanks in advance, s3r

    Posted in: Miscellaneous Development
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