• 0

    posted a message on Another "credit due" question

    What's appropriate when you use part of someone else's work? For instance, there are a lot of Data Assets here and I've used a few of them as abilities for my map. I also downloaded a few maps to see how they did a particular thing or effect and copied the basic idea into my map.

    I definitely feel that I should give credit to the original designer of those abilities, but I don't know what would be a proper way especially if there are multiple different designers. Load Screen? Tips and Hints area? Tooltip of the Ability itself? Or just forget about it?

    Posted in: General Chat
  • 0

    posted a message on Importing Data Assets?

    I figured it out for anyone who wants to know.

    You can either: A- Use an MPQ Editor to open the files (Advanced but quicker IMO if you know what you're doing) or B- Open the map and Save As an Editor Component List instead of the regular Map file.

    Then go to [InsertMapFolderName] -> Base.SC2Data -> GameData

    There's a bunch of xml files here labeled according to their function. Open the xml file in Notepad for both the source map and your map. Copy the info between the <Catalog> tags but not including those tags and paste them right after the <Catalog> tag in your map.

    (MAKE SURE YOU DON'T COPY THE <Catalog> TAGS AT THE TOP OR BOTTOM AND MAKE SURE ALL INFO IS PASTED RIGHT AFTER THE TOP <Catalog> TAG)

    Rinse and repeat for all appropriate xml files. Open the map and it should now have all the information copied. Note that if any object ID's match existing object ID's (for instance "Zealot"), the object will be changed in the current map rather than added.

    If you don't have the XML file in your map, you can simply copy and paste the whole file. This just means you haven't edited or added any of these objects.

    Posted in: Data
  • 0

    posted a message on Importing Data Assets?

    Thanks TheAlmaity

    Quote from EternalWraith: Go

    @siege911: Go

    There`s always XML transfer too. Just sayin`;p.

    How is that done?

    Posted in: Data
  • 0

    posted a message on Importing Data Assets?
    Quote from TheAlmaity: Go

    Copy pasta, lots of it... Open source map, select everything you need, ctrl+c, open your own map, ctrl+v, save, open other map, open next tab, repeat.

    Will that break any of the links. For instance if there is an Ability that calls an Effect and I copy the Ability first and then the Effect, will the link work properly?

    Posted in: Data
  • 0

    posted a message on Importing Data Assets?

    I've been looking to import some of the data assets (such as custom abilities from the WDEs) available around here but can't figure out how to do it. How would I go about doing that?

    Posted in: Data
  • 0

    posted a message on Talent Tree System Custom UI help

    I'm working on a Talent Tree system and am having trouble finding information about what I'm looking for.

    I basically want 3 little buttons just above the Command Card that do one of 2 things (whichever is easier): 1 - Open up a new command card type menu that has all of the upgrades I need

    OR

    2 - Changes the current hero's command card to a submenu.

    I've already developed a lot of the talent tree system in a submenu but on the main page of the hero command card, I'm just running out of spaces.

    I only need these buttons to show up when the hero is selected. Also each hero will have it's own talent tree to upgrade. The submenu numbers would be the same if we went that route but if it opens a new window, it needs to have a different set of upgrades depending on the hero.

    Is there a tutorial about this or how would I go about doing it?

    Posted in: Data
  • 0

    posted a message on Cursor Splat Radius Upgrade

    I created my own ability which cloaks a bunch of units. It just has a regular Terran AoE Cursor Splat model for when I'm targeting. That all works great.

    The problem is that I also created an upgrade for the ability which increases the radius. The effect definitely increases as more units are cloaked, but the splat doesn't increase. If I increase the initial ability effect, the splat does increase, just not after an upgrade.

    Is there a way to fix this or do I have to create several different effects to make this work (which would be quite a pain given how many upgrades I'm going to want for this ability and several similar ones)?

    Posted in: Data
  • 0

    posted a message on Create Units via Energy

    I want to create an ability that creates units based off of the amount of energy the caster has. But I want it to be exactly 50% of the caster's energy. So for instance if the caster has 10 Energy, then I want the caster to expend 5 energy and create 5 units. Is this possible only via the Data Editor or should I look at more of a Trigger solution?

    Posted in: Data
  • 0

    posted a message on Highest Integer in Array

    Thanks. I'll look into that.

    Posted in: Triggers
  • 0

    posted a message on Highest Integer in Array
    Quote from Kueken531: Go

    You could try the built-in sorting algorithms ;)

    Forgive my stupidity, but what/where are those?

    Posted in: Triggers
  • 0

    posted a message on Highest Integer in Array

    I'm sure this is easy but I can't seem to find an easy solution so I was wondering if anyone can answer this real quick.

    I have an array of 8 integers. I'm making a dialog with each of these integers displayed but I want to change the color of the highest integer. What's the quickest and easiest way to find the highest integer in the array for use in the following If-Then Statement?

    If Integer is Highest (this obviously is subject to change based on the solution, but you get the idea) Then Color of Dialog Item is Red Else Color of Dialog Item is White

    Posted in: Triggers
  • 0

    posted a message on Auto-spawn issue
    Quote from Photoloss: Go

    Maybe try checking/unchecking the flags on the effect? One is called "placement" after all.

    I tried removing the placement flag and it worked as far as the limit but it made them spawn inside the Command Center than outside. Then when they moved they shot out all of a sudden due to pathing issues. It worked but looked really weird.

    I did end up fixing it though after checking out another map. I had to remove the Pathing Footprint and Placement Footprint of the Command Center. Currently in my test map there are 200 Marines now around my Command Center which is enough for all practical purposes.

    Posted in: Data
  • 0

    posted a message on Auto-spawn issue
    Quote from Photoloss: Go

    You're using a "create unit" effect to spawn the Marines, right? What did you set as maximum spawn range for the effect?

    Ability - Train defaults to a placement range of 2, so if there's no room within 2 range of the training building the unit won't be spawned.

    Yes, it's a periodic Behavior that calls the Effect "Create Unit". I'm not using the Train Ability. Maximum range is 500.

    Posted in: Data
  • 0

    posted a message on Auto-spawn issue

    I added a behavior to a Command Center to automatically spawn a Marine every so often and it works great... until I hit a certain number of units around the Command Center. It seems that right around 43 Marines, it just stops spawning them. If I move the group that's gathered around the Command Center away, spawning continues.

    What causes this and is there a way to fix it?

    Posted in: Data
  • 0

    posted a message on Hero Experience Help
    Quote from DrSuperEvil: Go

    Under Ability - Veterancy Flags also give max lvl leech.

    That was what I did wrong. It works now. Thanks.

    Posted in: Data
  • To post a comment, please or register a new account.