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    posted a message on "Key Pressed" and "Triggering Player"

    @LinkD: Go

    Alrighty then, thanks :P

    Posted in: Triggers
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    posted a message on "Key Pressed" and "Triggering Player"

    This might be a bit of a stupid question, but does the "key pressed" event work fine with "triggering player" in a multiplayer game? I don't see why it wouldn't, but it's grayed out in the list of selections. Although it works fine testing as a single player, I'm more concerned about it working correctly in a multiplayer setting, where the "triggering player" value is supposed to be assigned to different people.

    Posted in: Triggers
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    posted a message on Returning the current date as a value

    Is there a way to return the current date as a value within the game, to track how long it's been since a user last accessed their bank file? I'm looking to create a way to have a player's saved resources gradually expire if they don't log on to play the game within a certain amount of time. Does anybody know how to create a time stamp like this? Thanks.

    Posted in: Miscellaneous Development
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    posted a message on List Box Text Problem

    I've been having trouble with getting a list box to work in a dialog, as all the text for each item seems to get pushed up, and is only half readable. Below are the trigger actions shown in the screenshot with the duplicate list items removed. Can someone tell me how to pull the text down please?

    Dialog - Create a Modal dialog of size (1100, 705) at (60, -140) relative to Left of screen

    Dialog - Create a List Box for dialog (Last created dialog)

    Dialog - Set (Last created dialog item) size to (300, 200) for (All players)

    Dialog - Move (Last created dialog item) to (50, 50) relative to Top Left of dialog for (All players)

    Dialog - Add list item "Testing " to (Last created dialog item) for (All players)

    Dialog - Show (Last created dialog) for (All players)

    List Box

    Posted in: Triggers
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    posted a message on SotIS Inventory

    How would the standard blizzard inventory be displayed in a dialog box that's always on the screen, rather than within its own window?

    Posted in: Data
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    posted a message on Load Time
    Quote from pinguuuh: Go

    @AmelieCL: Go

    Tested the map in the editor (opened in editor -> testmap) or in bnet (sc2 -> host game etc.)? If you only tried the editor you could disable preloading in the editor settings

    Oh wow, thank you very much. I just tried it on battle.net and it took like 30 seconds. That's one hell of a relief.

    Posted in: General Chat
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    posted a message on Load Time

    I don't use banks, and have the actual units generate while the game is played to prevent lag, but there's likely 1500 something doodads. It could possibly be the imported sounds, models, and images; has anybody had trouble with imports?

    As for the triggers, there's probably 300ish at the moment, and 200ish variables, but only a few of them run on game initialization.

    I'll copy the map file and start removing random things to try and see if it's something specific.

    Posted in: General Chat
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    posted a message on Load Time

    Is there anything in specific that contributes to a map having a long load time? I've been working on an RPG since the beta, and although it's going really well, the load time is currently about 4 minutes long. I forget exactly when it started taking so long, but it used to be quite quick. Are there any particular things that can be done to decrease load times? Or is it just an overall kind of thing like # of doodads etc, which would really suck.

    Posted in: General Chat
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    posted a message on Upgrades and Button Text

    I'm not entirely clear on whether this is a bug or just me not seeing something, but when you try and alter a button's text via an upgrade, the text of the actual button will be immediately changed, rather than holding out until you actually receive said upgrade.

    For example, if an ability's button originally says "this is a fireball," and you make an upgrade that would change the button text to "this is an upgraded fireball," the original text of the button will be immediately changed in the editor upon writing it in the upgrade dialog box, rather than waiting in-game until you receive the actual upgrade.

    It sort of defeats the purpose of having an upgrade that changes a button's tooltip, so does anybody know how to fix this?

    Posted in: Data
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    posted a message on Map Size limit - possible workarounds ?

    @SupGuys: Go

    I've heard people store their files in a mod, then have their primary map require that mod to run, so the mod downloads automatically with the map when people try and play it on battle.net. Blizzard claimed they'd be raising the map limits again at blizzcon though, so you could just wait until then if you don't want to use a mod file.

    Posted in: Miscellaneous Development
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    posted a message on Unit AI?

    @Keyeszx: Go

    Make all the abilities autocast, set autocast on by default, then configure the autocast radius/target filters to suit your needs. You could also make the fights completely triggered and periodically order the unit to use their ability on the nearest enemy, but I think that'd be a bit awkward.

    Posted in: Miscellaneous Development
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    posted a message on Attack Once?

    @wingednosering: Go

    You could maybe issue a stop order to the unit just after it's been ordered to attack (use a wait timer). That or give them the ghost's hold fire ability and order them to use that.

    Posted in: Miscellaneous Development
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    posted a message on Game Lobby questions.

    @creosmalkor: Go

    To change the lobby you need to add a game variant, set it as the default, and change the attributes etc. of that variant (game mode, speed, teams, color, and "player team custom teams").

    Posted in: Miscellaneous Development
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    posted a message on Custom icons

    @Xtremedesyr: Go

    To make a custom icon through photoshop you'll need the nvidia dds plugin (only works on 32-bit photoshop btw). Once you've got that, open your icon in photoshop, set the canvas size to 76x76 pixels, magnify the image a bunch, then select the channels tab on the bottom right (next to layers). Click "new channel" right below that, make sure you've got both it and the rgb channel checked, and use the rectangular marquee to draw a box around the area of the image that you want to be not transparent. Then, hit the delete button, and the red alpha channel over the regular image should disappear within your selection, so by the time you're done you should have a red alpha channel border around your icon. Save as a .dds file, don't generate MIP maps, and use the DXT5 ARGB 8-bit interpolated alpha setting. Then you just import the dds file into your sc2 map, and use it however you want.

    It sounds like it takes a lot of time, but it really doesn't once you do it a few times. You'll probably have to play around with the size of the alpha channel border though.

    Posted in: Miscellaneous Development
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    posted a message on Inventory that stays open

    How would I go about creating an inventory that's always open on the screen, like the one in SotIS for example.

    Posted in: Triggers
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