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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    @Helral: Go

    Wow Helral! Great job finding the whole reference for textures! I tried finding them earlier, without any success. Mind telling me where you got them from?

    Posted in: Tutorials
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    posted a message on SC2Layout

    No your not :) . I´ve read your tutorial. Found it very useful.

    Some things I´ve found out:

    If you add an Frame of the type=image you can choose the texture it should have with the <Texture val="YourTexture"/>. Furthermore if you want it to become a border, much like the dialog items (image) created with triggers, you can use <TextureType val="Border" layer="0"/>. Here an example:

     <Frame type="Image" name="CommandPanelFrame">
           <Visible val="true"/>
           <Anchor side="Top" relative="$parent/CommandPanel" pos="Min" offset="5"/>
           <Anchor side="Bottom" relative="$parent/CommandPanel" pos="Max" offset="0"/>
           <Anchor side="Left" relative="$parent/CommandPanel" pos="Min" offset="-35"/>
           <Width val="1585"/>
           <Height val="160"/>
           <Texture val="@@UI/TimerWindowBackground" layer="0"/>
           <TextureType val="Border" layer="0"/>
           <Tiled val="true" layer="0"/>
           <LayerColor val="##StandardBorder" layer="0"/>
           <RenderPriority val="500"/>
     </Frame>
    

    UI Example

    I have not found a reference yet for all available textures which makes the whole process a little tiresome.

    Posted in: Wiki Discussion
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    posted a message on Enumerate Area Validators driving me nuts

    @Anarcy: Go

    Is this what you want?

    Posted in: Data
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    posted a message on Enumerate Area Validators driving me nuts

    @Anarcy: Go

    From your added image I can tell you, that even if you only want to check that there are no units around the building you have to add -1 in the count field. There is another Count field in the Enumerate Area validator where you can add the checked units.

    Posted in: Data
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    posted a message on Warp Gate Global Cooldown

    @MiketheSspike: Go

    fixed

    Field: Info - Cooldown - Location => WarpGateTrain

    Posted in: Miscellaneous Development
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    posted a message on Closest Point to Unit

    @SouLCarveRR: Go

    thx for the reply!

    I thought about the problem and decided the easiest way to get the closest point to a unit would be creating dummy units (eg. pineapples) at each point and use the closest unit to point function. And of course remove the dummy unit after the unit got the order to move.

    Posted in: Triggers
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    posted a message on Closest Point to Unit

    Hello everyone! I have unsuccessfully tried to figure out how to get the closest point to a unit. I know there is a function for getting the closest unit to a point, but whats about the opposite?

    The background: I am trying to create a waypoint system (I´ve seen the one Thenarden has created, but that´s not what I want) making units only move on defined points when they are issued an order to move. Eg. I put a bunch of points on a road I´ve created in the terrain editor. Now I want units to primarly use the road when they are ordered to move somewhere and only leave the road at the very last moment. I hope that doesn´t sound too confusing. :)

    ~ petrov

    Posted in: Triggers
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    posted a message on Vehicle System DataOnly [Proof of Concept]

    Thanks for pointing that out. I updloaded an updated version. The problem was that in the hijack ability under target filters the field Player was unchecked.

    Posted in: Data Assets
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    posted a message on Vehicle System DataOnly [Proof of Concept]

    Just wanted to share this with the community. I´ve been looking for a system to capture a neutral unit with a pilot and reverse without using a single trigger. Well here you go

    Posted in: Data Assets
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    posted a message on Redirecting Vehicle Damage to Cargo Units

    Sorry for necrobumping but I would like to know this too. I know that abilites like stim can be redirected to units inside a bunker, but I don´t know how to redirect damage.

    Posted in: Miscellaneous Development
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    posted a message on [Release] ZZ: Humble Jungle

    http://static.sc2mapster.com/content/attachments/8/150/Zone_Zapper3.png

    Brief Introduction

    Zone Zapper: Humble Jungle is a Zone Control descendant. The whole map is split into 11 sectors. In these sectors are production buildings or structures, which will give you minerals and gas. You gain control of a sector by sending a unit to an Obelisk and stay there for 10 seconds. All production buildings automatically create units when you right click the train button (autocast). In opposition to upgrades, mercenaries and defensive structures, standard units don´t cost anything. Every player has a primary building, currently Planetary Fortress (T), Nexus (P) and Infested CommandCenter. The goal of the game is to kill selfsame structure.

    Overview

    • Take over sectors by sending units near an Obelisk (aka Totem Tower)
    • Spend resources on upgrades, base defences and mercenaries.
    • Kill your opponents primary building to win the game.

    The map can be found under the name "ZZ: Humble Jungle" on EU Server. If people want to play it in other regions just download it from my projects page and publish it. The map is unlocked

    http://static.sc2mapster.com/content/attachments/8/165/Zone_Zapper_MapOverview_Strategic.png

    About this project: I began to develop this map in early June with the ambitious goal to create a dignified successor of the game Z (Bitmap Brothers). In the first versions terran was the only playable race and all mech units could be captured by marines. After realizing that I could not stick to the idea of recreating the old game, I decided to do a SC2 interpreted version of Z, which was in a retrospective view the better choice. After abandoning the project for a few weeks in mid summer, I revived the project when I heard about blizzards custom map contest. I worked day and night to get the map finished in time and finally submitted it under the not so well chosen name "Zone Swoppers" (look up for swappers in urban dictionary; yes english is not my mother tongue). Well after not getting an answer from Custom Map Contest and reading a lot of posts about locking up maps and map stealing, it was lastly this post http://forums.sc2mapster.com/general/general-chat/8289-map-stealing/?page=2#p37 which made me publish my map unlocked.

    Totem Tower

    Feedback and Bugs can be posted here or on the projects page.

    Posted in: Project Workplace
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    posted a message on [Nexus Word Wars] - Official Thread

    Dude, this map is hilarious. Your introduction videos really crack me up.

    Posted in: Project Workplace
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    posted a message on Validators Question

    I see. So you want a specific transporter only be able to load units when the required upgrade is researched? In that case I would just duplicate the "Medivacs - Load/Unload" ability and add requirements and upgrades. Check out the map.

    Posted in: Data
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    posted a message on Validators Question

    So you want the unit type, that can be loaded, depend on the transporter unit type?

    If so, I think the easiest way would be to create a validator of the type "Condition". First create a "Unit Type" validator, thats X1. Also modify the field "Result - Failure" for your error message (X3). Set it to Custom Text and enter your error message. Then create a "Player Requirement" validator, that checks the requirement (X2). Finally create the "Condition" validator and modify the "If+" field. Fill in your unit type validator (X1) in the Test field and the requirement validator (X2) in the Return field.

    Posted in: Data
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    posted a message on Custom Help Box

    Sorry for necro-bumping but this still seems to be a problem. Anyone managed to successfully change the Loading Screen Help in the "Default SC2 UI Settings" (Game UI Data)?

    Posted in: Data
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