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    posted a message on HotS Hero Panel Fully Functional.

    Yeah, this looks so good. I hope you release it soon!

    Posted in: UI Development
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    posted a message on [help] Set Hero Pane

    There's a campaign function "Set Hero Pane" used with Kerrigan and Raynor to create a really nice looking status bar. I'd like to use this UI feature in my map, but currently the function is limited to two heroes and doesn't display unit icons (except probably for Kerrigan and Raynor). I was wondering if there wasn't a (hopefully simple) way to modify the "Set Hero Pane" function to three heroes and to have icons display for non-Kerrigan, non-Raynor heroes.

    I imagine this is a pretty common point of interest for mappers. I'd appreciate some help. Thanks in advance!

    Posted in: Triggers
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    posted a message on Missile/Unit Glitch (disappearing)

    @DrSuperEvil: Go

    No such luck. This appears to be a random glitch that I was wondering if anyone else was experiencing. I'm using a Missile with a Damage Dummy effect to call a Beam Attack. The Beam Attack travels to the Missile giving the illusion of expanding lightning from the Caster to the Missile. However, for some reason the Beams (and I believe the Missile also) time out.

    This doesn't happen at map launch. When I initialize the map, the ability works properly. However, as time goes on the ability glitches, and once it's glitched the missiles always disappear not far from the Caster.

    I'm wondering if anyone else has a similar problem. This is one of my favorite abilities so if it's not on my end, it's something I hope Blizzard fixes soon.

    Posted in: Data
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    posted a message on Missile/Unit Glitch (disappearing)

    I have a problem in my map where missiles disappear. I'm not sure what information to disclose; more wondering if anyone else has a similar problem. I have no idea what's making the missiles disappear as there seems to be no prompt.

    Basically the ability works to a point, launching missiles up to the appointed range. Then, at some point, the ability simply breaks and the missiles won't fly any further than range 3. Has anyone else seen anything similar?

    Posted in: Data
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    posted a message on (Solved) Photon Cannon Build Model (Warp In)

    @DrSuperEvil: Go

    Thanks! You got it. The Protoss Building Birth actor was the solution.

    Posted in: Data
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    posted a message on (Solved) Photon Cannon Build Model (Warp In)

    I duplicated the Photon Cannon unit and actor, and I'm having a probe construct the new Photon Cannon. However, in-game, there is no Warp In actor for the new Photon Cannon (merely a completion timer on the building). In other words I have an invisible Warp In actor and a completion timer, but no Warp In appearance.

    How can I restore the Warp In appearance while the structure is being constructed?

    When I look at the model "Photon Cannon Birth" (PhotonCannonWarpIn) Stand Build Start and Stand Build are blank in the Previewer. What's up with this and how do I get the Warp In animation working properly? Thanks in advance.

    Posted in: Data
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    posted a message on [Question] Terrain Object Flora Pod Doodad

    @hobbidude: Go Thanks! Got the doodads working with the terrain objects.

    Posted in: Terrain
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    posted a message on [Question] Terrain Object Flora Pod Doodad

    I'm wondering how to place certain doodads on the map so that they're visible. One such is "Terrain Object Flora Pod Doodad (A-H)" and another is "Protoss Tarmac Doodad."

    These are two HotS doodads that I can't seem to figure out how to place successfully. Their default height finds them below ground level, and thus invisible. When I look at Blizzard maps to see how they've placed these doodads, I can remove the doodad (sometimes) and it's as though there's a cutout in the terrain specifically for a given doodad (Terrain Object Flora Pod Doodad).

    Could I get some advice on how to place these doodads and make them visible? Thanks in advance.

    Posted in: Terrain
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    posted a message on Command Card Question

    @XLIIVI: Go

    This is semi-solved. I don't know of any way to achieve this goal in data. However, with triggers it is possible to enable/disable & show/hide buttons on the command card. In conjunction with the "Ability is Used" Event, this provides a solution albeit one that requires triggers.

    Posted in: Data
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    posted a message on Command Card Question

    I'm attempting to create a weapon swap ability using a behavior to enable a different weapon.

    e.g. disable primary weapon; enable secondary weapon (and vice versa)

    With two abilities of this nature, I'm hoping to create a weapon swap effect.

    I have two abilities in the same command card slot (one ability for each weapon). How can I enable swapping in the command card so after one ability is used the other ability is then active in the slot?

    Currently only the primary ability shows up in the slot. I'd like to have the two abilities alternate when used.

    (There A.R.E.S. in Hero Attack has a command card slot that swaps air and ground attacks; this is what I'm looking for).

    Posted in: Data
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    posted a message on Command Card Question

    this is an accidental post due to internet problems! please remove. (primary thread is in data). sorry for the inconvenience.

    Posted in: Melee Development
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    posted a message on Status Bar Help

    @MasterWrath: Go

    Thanks for the help!

    I got the HeroUnitStatusFrameTemplates working, and they're far superior to the default frames.

    For anyone else referencing this thread, be aware that once you've applied a Custom Unit Status Frame, you'll want to disable the default unit status frame. To do so, you'll want the field (Basic) Actor: Unit Flags+. There you're able to suppress the default status frame.

    By the way, MasterWrath, you've done a great job with the interface for Aeon of Storms. Congratulations on a very well-crafted map.

    Posted in: Data
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    posted a message on Status Bar Help

    Hey, I'm trying to design a status bar akin to Kerrigan's (K5 Kerrigan).

    You'll see that placing HotS K5 Kerrigan on the map and launching SC yields a custom status bar with Kerrigan's name and then her unit vitals in a frame. I'd like to design a custom status bar akin to this one.

    What fields do I edit (and where, if there are any non-actor fields)?

    I'd like to the status bar to be always shown, there to be a frame, and preferably a name above the bar.

    Edit: I've seen some maps have achieved this successfully (SotIS).

    Posted in: Data
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    posted a message on Mimicing the pull of gravity and orbits [SOLVED]

    One thing to note when using the polar offset approach is the faster the unit orbits (the faster degrees change), then the maximum distance (of the orbit) is reduced.

    Posted in: Triggers
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    posted a message on [Ref] Past Work

    In some of my old files there are units walking all around. What are some alternative ways to call Force Effects?

    Posted in: Data
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