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    posted a message on Is this the most active sc2 mapping community?

    Yes, patch 1.5 was recently released almost a year ago.

    Posted in: General Chat
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    posted a message on New to Site, Starting a Mod, the works.

    If you aim to recruit team members, better to post in the Team Recruitment forum. To make a project more attractive to prospective collaborators, you'd do well to make a playable prototype of the core features and mechanics, provide screenshots and videos, and such. Ideas alone are worthless; value is in the implementation, so you'll want to demonstrate you can implement your design ideas and in turn get the attention of those who appreciate the core gameplay of the prototype.

    That said, sounds ambitious, but doable.

    Posted in: General Chat
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    posted a message on Terrazine acting as if it were non-existant

    It's located in the Gameplay Data tab.

    Posted in: General Chat
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    posted a message on Terrazine acting as if it were non-existant

    Swarm changed it. Data editor > Game Data > Resource Convert Array > Terrazine. Set the Mineral and Vespene Ratio to 0, and Terrazine to 1.

    Posted in: General Chat
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    posted a message on Weapon spread attack?

    Sounds similar to the approach used by the Point Defense Drone. Its weapon simply initiates a Search Area effect to apply a Modify Unit effect to nearby not-invulnerable missiles. If you want the structure to behave similarly, it's easy, and you can use the Point Defense Drone's weapon and effect tree as a reference.

    Posted in: Data
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    posted a message on copy map between regions

    Uploading someone else's map without permission can earn a map ban, as least. Strongly advised you contact the author of the map and request the author publish it in your region. Otherwise, you'll just be stuck playing in the NA region.

    Posted in: General Chat
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    posted a message on Light bridge (doodad) doesn't work in game

    Data Editor -> Actor tab -> Monlyth Light Bridge : Editor : Editor Animation - Stand, Work. This is the animation the bridge should be playing when it is activated and walkable. Here are two simple approaches.

    If your bridge is a doodad, to actor field Events+ add ActorCreation > AnimBracketStart Work Birth Stand,Work Death.

    If your bridge is a unit, to actor field Animation : Animation Baselines : Stand and change its Animation Property, adding a Work tag beneath the Stand tag, so the baseline state is Stand,Work.

    Posted in: Terrain
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    posted a message on Making a unit spawn when another unit dies

    Neither necromancy nor time travel are permitted here. Check dates before posting.

    Posted in: Data
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    posted a message on String literals are gone?!

    One would expect you to extract the relevant files from the latest patch mpq.

    Posted in: Galaxy Scripting
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    posted a message on Ramp unit; Is it possible?

    Using units would be preferable to painting the pathing and repainting it if the ramp is destroyed. Alternately, using doodads to apply new pathing, and allowing the ramp unit to override it, as I do in an elevator demo.

    Posted in: Data
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    posted a message on Ramp unit; Is it possible?

    Cliff pathing is cantankerous; it cannot be overridden with any random footprint and certainly not at runtime, that's why bridges use footprints with the mode Persist. The Persist mode effectively bakes the footprint into the pathing permanently, though other footprints can be applied over it at runtime.

    This means that any cliffs that you want to support building ramps/bridges on must be overridden with a footprint in Persist mode, with an additional unit over it to apply pathing that blocks units as a cliff would, and the building of a ramp/bridge would then suppress the footprints of the cliff-imitating units.

    Posted in: Data
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    posted a message on Where are default element values?

    Ah, the GameUI/WorldPanel/UnitStatusPanel provides Batch instances of UnitStatusFrame, from what I can tell, and UnitStatusFrame elements are documented in the TestLayout.SC2Layout above. UnitStatusFrame in turn supports subframes of UnitStatus and UnitStatusBar classes, in the sense that it can push information to them.

    Since its UnitStatusFrames are batch instanced, there's no direct way of seeing the default values for them; there is no definition of a UnitStatus or UnitStatusBar class frame that links explicitly to the UnitStatusPanel in the layouts, and the in-game UI Editor doesn't display them. Unfortunately, all that leaves for reference are those in the layouts and the element documentation.

    Posted in: UI Development
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    posted a message on Where are default element values?

    If you mean default in the sense of what the values are when not explicitly assigned a value, it's 0 for numeric, null value for non-numeric, and the zeroth member for an enum.

    If you mean default in the sense of elements which only accept enum members, such as how attribute side takes [Top Bottom Left Right], or how element Perspective always seems to have Orthographic, I've compiled a few of those in the element support list, and will add more of them soonish.

    If you mean default in the sense of every value for every element extracted from every frame in standard layouts, that'd be kinda pointless, since one can just look at the layout files, but I have that too.

    Posted in: UI Development
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    posted a message on Layout Frame Element Support List

    Re-added the link to the outdated TestLayout.

    Posted in: UI Development
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    posted a message on Layout Frame Element Support List

    Updated with new frame types, elements, and an attempt at organizing the information, reducing the layout to only 600+ lines.

    Posted in: UI Development
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