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    posted a message on Way to make a smoke grenade?

    Ok i dont think it has to do with the actor, maybe something about the mover?

    I'm using Wingednosering's Straight Shot tutorial map to test, and when I set the actor to his straight shot damage effect with:

    "Effect.(straight shot damage effect).start
    [right click, add term] At - Effect
    Create"

    it works great 100% every time, at the target, maybe cause his spell uses behaviors?

    However if the actor is set to Default Tychus Grenade Damage effect.start

    then the fog is created at the caster most of the time and then at the target sometimes

    I attached the tutorial map i just did some tests on

    So it doesnt seem to be the actors problem, but instead something else? I tried copying everything from the Straight Shot damage effect onto the default Tychus grenade damage effect, but the fog is still created on the caster...

    And the I tried another spell that targets point but that doesnt work either...the smoke is created on caster...

    Posted in: Miscellaneous Development
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    posted a message on Way to make a smoke grenade?

    o and there no need to lower sight range cause this is a TPS heh

    well something is weird cause the smoke is being created on the caster (throwing grenade) when the grenade impacts

    I have

    "Effect.(Tychus Grenade Damage effect).start
    At - Effect
    Create"

    and also added "sOpTargetPointStationary"

    but still the smoke actor is created on the caster when the the grenade lands, instead of the targeted location

    any ideas how to fix that?

    arghh I thought I had fix this but not so... sometimes the smoke will be created at the target, and then sometimes the smoke will be created on the caster....anyone know why?

    Posted in: Miscellaneous Development
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    posted a message on Way to make a smoke grenade?

    how do you set a timed life to actors? i know for units its easy to set timed life, but how to do it for the smoke actor?

    also, how to relate the impact of the grenade as the location point to spawn all the actors? can this be done entirely in data editor only?

    Posted in: Miscellaneous Development
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    posted a message on Way to make a smoke grenade?

    cool, those arent that "thick" though, I guess use a trigger to make many of those dummy fog units in that location for more thick smoke?

    Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
    Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)
    Unit - Create 1 Smoke unit for player 0 at ((Position of (Triggering unit)) offset by 8.0 towards (Random angle) degrees) facing 270.0 degrees (No Options)

    like that? whats a good way to make the smoke units all around the "target point"?

    Posted in: Miscellaneous Development
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    posted a message on Way to make a smoke grenade?

    I'm trying to make a smoke grenade that is thrown like Tychus's grenade but instead of damage at the target location, there is a large cloud of thick white smoke/fog

    However I cant seem to find a fog or smoke actor or whatnot that be placed in that location...

    Anyone got any ideas?

    Posted in: Miscellaneous Development
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    posted a message on How to make life armor reduce spells also?

    Yea that works! thanks

    Posted in: Data
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    posted a message on How to make life armor reduce spells also?

    Hmm, I thought i had solved it but guess not

    Armor doesnt seem to reduce damage from spells, even if I set the damage effect to range or melee, the life armor still doesnt reduce the damage (from a custom spell whose damage effect I change to melee or range) , anyone know why?

    Posted in: Data
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Thanks Hel and Oba, that worked! didn't know that the right anchor was interfering hehe

    Posted in: Tutorials
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    nope not a typo, that huge offset correctly moves the entire inventory on the left screen (for my 1440X900)

    I have tried, anchor left (min, mid, max ), right (min, mid, max ), and all will end half off the screen when i change to non widescreen 4:3

    here is the offset of using anchor left Min

    <Frame type="InventoryContainer" name="InventoryButtons">
    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-120"/>
    <Anchor side="Left" relative="$parent" pos="Min" offset="-1280"/>

    that moves the inventory to about the same place as using Left Max -3280

    however both will move half the inventory off the screen when changing resolutions

    so what other configurations will work for this? is it not supposed to be relative parent or something?

    Posted in: Tutorials
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    posted a message on [Triggers] Setting unit's colors by triggers

    Bumping an old topic cause I have a followup question:

    So you can change a units tint by the actor trigger, but how do you change it back to its original tint?

    For example, when a unit walks into a region, the trigger sends the actor message to tint the unit red

    Now when the unit walks back out of the region, How do you tint the unit back to its original color?

    EDIT: just use clear tint lol, i didnt see that at first

    Posted in: Tutorials
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Hi, im having a hard time trying to keep the inventory on the left of the screen for any size resolution (4:3 or 16:9) monitors

    I have tried, anchor left, right, mid, min, max, and I can end up on the left each time, but when i switch to non wide screen, the inventory is half off the screen no matter what option I used to move it to the left.

    I have been using the InventoryButtons, since that seems like that is what moves the entire inventory around:

    <Frame type="InventoryPanel" name="GameUI/UIContainer/ConsoleUIContainer/InventoryPanel" file="GameUI">
    <Frame type="CommandTooltip" name="InventoryTooltip">
    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-260"/>
    <Anchor side="Left" relative="$parent" pos="Mid" offset="-20"/>
    <Anchor side="Right" relative="$parent" pos="Mid" offset="0"/>
    </Frame>

    <Frame type="InventoryContainer" name="InventoryButtons">
    <Anchor side="Bottom" relative="$parent" pos="Max" offset="-120"/>
    <Anchor side="Left" relative="$parent" pos="Max" offset="-3280"/>

    So right now on semi wide and wide screen 16:9, everything is fine

    but on 4:3 non wide screen, the Inventory is too far left and half of it is off the screen

    What things should I change to the "inventoryButtons" to keep the inventory on the left of the screen but visible for anyone (4:3 or 16:9)?

    Thanks

    Posted in: Tutorials
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    posted a message on Checking values from inventory slots

    Bumping an old topic cause I have the same question,

    (Item carried by (Triggering unit) in 2) == Sword seems to only refer to the "2nd item the unit picked up" and not the "2nd position slot"

    so If the unit picks up a health kit 1st, and then a Sword 2nd, and then moves the sword around from B to E

    A | B | C

    D | E | F

    the (Item carried by (Triggering unit) in 2) == Sword still holds true...doh so that trigger condition doesn't check if something is in "B"

    but how do you check the item in the specific spot A, B, C, D, E, F, and not just the order in which you pick up items?

    Posted in: Triggers
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Hmmm I see....

    funny thing is though, I think the very first time i tried it, the "equip" bonus worked as planned (the item only would give the bonus in the weapon slots, and not in the storage slots) but since then the "equip" requirement is messed up and is applied to all slots, even storage ones.

    well since sc2layouts is only appearance, why is it that the "always open inventory method sc2layout" requires no item container set in data editor?

    there must be a way to have item containers in data editor, but still use sc2layout to change the appearance so always open right?

    Posted in: Tutorials
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    posted a message on Does setting doodads with HDR lag for players?

    I have some panels and structure doodads set with custom colors and HDR set to 3

    The HDR is there to make the doodads brighter, or else they would be too dark

    Does setting HDR to 3 for a a few doodads in the same area cause lag for players going through that region?

    Posted in: Artist Tavern
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    Can you add "Equip enabled" to containers via sc2layout so that certain classes of items will get the equip bonus if in certain slots?

    Because I'm using a sc2layout that has an always open inventory, but to get that you cannot set any item container in the data editor (so cant set Enable Class items in item container)

    So basically right now since cant set "Enabled Flag in data editor", items that should only give weapon bonus in the weapon class slots, are giving bonuses even in storage slots

    So is there a way to do set "Equip= enabled flags" in sc2layouts?

    Posted in: Tutorials
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