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    posted a message on Player names over heroes

    I did something similar with a trigger with the event being game start during a loop that actually spawns the heroes for a player and it worked:

    Text Tag - Create a text tag with the text (Text (Name of player (Picked player)) with color (Color((Current player (Picked player) color)))) for (All players), using a font size of 24, at ((Last created unit) attachment point ("Status Bar")) and height offset 1.0, initially Visible, and fog of war enforcement set to False

    Text Tag - Attach (Last created text tag) to (Last created unit) with height offset 9.0

    Unit - Store text tag (Last created text tag) for unit (Last created unit) at index (Owner of (Last created unit))

    The first trigger doesn't actually attach it at the unit but it does create the text tag with the info. The second trigger attaches the text tag to the unit.

    Posted in: UI Development
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    posted a message on 8-Slot inventory Always Open

    @FunkyUserName: Go

    What if the items themselves have a hotkey?

    Posted in: UI Development
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    posted a message on 8-Slot inventory Always Open

    @FunkyUserName: Go

    If you still want some rep, I do have a small issue with this I couldn't resolve.

    http://i.imgur.com/FovM64E.png

    There is still the N1 problem (I can't make it go away) and I want the two smaller slots lined up so that they less of an OCD nightmare (there is a weird gap between them). Bonus points: adding some sort of image as a background image behind the two small inventory slots. The SC2Layout is still the same as in the original post above. Extra bonus points: how do I add hotkeys to the last 2 inventory slots (the small ones)?

    Posted in: UI Development
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    posted a message on 8-Slot inventory Always Open

    Resolved. It was a conflict with another Layout file. Please close or delete this thread. However, for posterity, the code linked and the triggers work.

    Posted in: UI Development
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    posted a message on 8-Slot inventory Always Open

    I managed to get an 8-slot always-open inventory going but I ran into a couple of issues. First, this is what it currently looks like:

    http://i.imgur.com/OX3VHi3.png

    On the left side of the Wireframe you can see an N1 and what looks like a dialog border. I can't figure out for the life of me how to get rid of them.

    As for the Sc2Layout code, it's in the following Pastebin (I couldn't figure out how to link code in a forum post without messing it up): http://pastebin.com/MeDKue0V

    Note: I used http://www.sc2mapster.com/forums/development/gui/40021-9-slot-inventory-always-open/#p18 as basis and used the triggers in http://www.sc2mapster.com/forums/general/general-chat/40030-1-5-ui-stuff-demo-1-control-built-in-ui-stuff-with/#posts to make it work.

    Any help will be much appreciated, thanks!

    Posted in: UI Development
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    posted a message on (Solved) Increasing number of inventories beyond 6

    @FunkyUserName: Go

    Thank you very much!

    Posted in: Data
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    posted a message on (Solved) Increasing number of inventories beyond 6

    Is there a way to increase the number of inventories beyond 6? I am not talking about having more than 6 slots in an item container but rather having more than 6 inventories. Here is a visual below:

    http://i.imgur.com/jQOkmdq.png

    I want to increase the number of inventory slots above from 6 to 7 but for some reason the game won't allow me to do so.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @Freddy2287: Go

    My main profession in mapping is data. I am okay at triggers although I probably wouldn't be able to do really complicated stuff. I also do minor artistic work with editing ability and item buttons (and sometimes make new ones) in GIMP.

    In regards to my earlier question about your weapon system, I think I poorly worded my question. I meant how your upgrading/combining system worked and if you could provide a screenshot of an example trigger and maybe a dummy unit. It seems it has to be triggered and probably needs validators too but I am not sure how to go about that.

    Can you also please explain a bit more detail about what you are trying to do with behaviors for a single unit?

    @TyaStarcraft: Go

    I am sorry to ask a noob question, but what exactly are catalogs and in the context of weapons, what can they do?

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @RuneKatashima: Go

    If it's the same weapon times 12, weapons do not stack without an annoying workaround. Are your weapons the same weapon or different weapons?

    Posted in: Data
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    posted a message on Making behaviours modify the actual vitals

    Can you describe it a bit better? I have worked with some shield increasing behaviors.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @Freddy2287: Go

    Since our maps share some concepts, we could do something like swap ideas or methods on how to make similar things work and some some data/trigger stuff.

    I did run into the issue of not being able to stack items but I really didn't look into it too too much. Could you please explain in more detail or provide an example of one item upgrade trigger/dummy as you mentioned?

    I play on the North American servers and my battletag is stormahawk#1947 if you want to add me and test maps sometime.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    As mentioned in an earlier post, setting the Weapon:Acquire Target Sorts - Sorts to TSRandom seemed to allow all the weapons to fire while the unit was standing still. What exactly does Acquire Target Sorts do?

    @Freddy2287: Go The map of yours that I played was Desert Tankbattle BETA. I have a quick question which might be somewhat off topic but still related: How did you create your weapon upgrade system?

    The way you had it set up is that you would need two of an item, let's say item A, and a shop where you could combine them into item B. Combining them would remove both items from the inventory and replace them with one item B. What did you do to accomplish that?

    Also when you meant using two or more of the same item, did you mean stacking? There is probably a way to do it with validators but I am not sure.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @TyaStarcraft: Go

    I set the Weapon:Acquire Target Sorts - Sorts to TSRandom and it seems to now allow to fire multiple weapons while standing still.

    @Freddy2287: Go

    What did you do to enable it so it fires them all at once while standing still? I am not sure if what I did is just a weird half-fix or if it actually works.

    In regards to multiple weapons displaying in the Hero Info Panel, it seems even with .sc2layout files, it still isn't possible to show more than one weapon at a time. I tried messing around with it and adding multiple weapon slots but to no effect. I don't think the editor (or the game) supports this currently for heroes.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @bulletbutter: Go

    I already have Allowed Movement enabled. That's what allows all of them to fire while the unit moves. Problem is only one weapon firing when the unit is standing still.

    Posted in: Data
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    posted a message on Multiple weapons on one unit

    @FunkyUserName: Go

    Doesn't seem to be the weapons. It's probably a flag of some sort or some other property, I just can't figure out which. I played a Battletanks remake map last night and the creator of it was able to have multiple weapons fire while the unit was moving and standing still. I am guessing the solution is probably simple but it's something I have been stuck trying to figure out for a while.

    edit: His solution to only one weapon showing up on the hero info pane was to delete it from the UI all together, which is what I was sort of going for.

    Posted in: Data
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