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.
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.
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.
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.
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.
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.
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.
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.
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Yes, patch 1.5 was recently released almost a year ago.
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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.
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It's located in the Gameplay Data tab.
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Swarm changed it. Data editor > Game Data > Resource Convert Array > Terrazine. Set the Mineral and Vespene Ratio to 0, and Terrazine to 1.
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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.
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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.
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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.
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Neither necromancy nor time travel are permitted here. Check dates before posting.
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One would expect you to extract the relevant files from the latest patch mpq.
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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.
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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.
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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.
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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 elementPerspective
always seems to haveOrthographic
, 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.
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Re-added the link to the outdated TestLayout.
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Updated with new frame types, elements, and an attempt at organizing the information, reducing the layout to only 600+ lines.