In the early beta there was a "Recording" entry in the options menu. But it was disabled and now its completely gone. But maybe they will add an option to record a video from inside starcraft with a later patch (like chatrooms, cross-realm play, ....)
Another new bug regarding the highlighting of units:
Prepatch - I had a unit which could be highlighted. In its actor I had a "UnitHighlight.Start" event which changed the color of the actor. In the "UnitHighlight.Stop" the color would be changed back. That worked, so when the mouse was over that unit it changed its color and if the mouse was not over the unit the color was normal
Now - The "UnitHighlight.Start" still works, but the "UnitHighlight.Stop" event does not. So the unit stays the way it is once it was highlighted.
I managed to play that animation using actor events. I used the "Play Sequence" Action with the Sequence Name "Attak0ld". If there is no direct trigger for that you could send the Actor Message "Play Sequence" to the Actor of that unit via triggers.
@DarkRevenantX: Well, this is maybe the best clock in this contest. The timing of the lighting/shadow surely was really hard but it was worth it - it fits perfect. The "ghost armies" at night add a nice touch to the atmosphere. But I have to say I liked the first version without the glowing spiral more. I think thats too much going on at the same time. Other than that, perfect.
@decltype: Nice usage of the reapers. The creation of the clock where the reapers spread out looks nice. I like that the units are never fully disappearing but just changing their positions (so some digits "steal" their missing units of the previous one).
Yeah, here is my clock.
Its a digital clock where the digits are made out of units. If a digit changes, the old one gets killed and the new digit takes its place. The time is not counted in seconds but in Infestor Rounds. Each time the Infestor walks a complete round, a minute is added to the clock (one minute in this map is faster than a real minute).
The colon is created by a sentry which periodically casts force fields.
The time can be changed by entering the wanted time as a chat message with the format: "hh:mm".
I dont know if the text shows up right as ive created the map with the enGB editor version.
Q. Getting custom script into maps is currently complex. Are there plans to implement Galaxy scripting directly into the editor? A. There are currently no plans for Galaxy script editing in the editor itself. However, through the Import Manager it should be pretty easy to add in your scripts as necessary. Are you having trouble doing it that way?
No changes to using galaxy inside the editor makes me a sad panda :(
The defined variables (called "status" in the event editor) are local to the actor. Dont know exactly what you mean with global events/actions. They act pretty much like normal trigger events/actions. If you have an event like "Effect.MyDamageEffect.Start" with an action "Create", one Actor is created when the effect MyDamageEffect is created which could be seen as a global event/action. But if you have and event like "Actor Destruction" only the action for the actor for which this event has fired will be executed. It could be seen as local to one actor.
The movement of projectiles is done with Movers. Go to the mover of your projectile and change the (max/min) speed / (max/min) acceleration as you want. But as usual the fields are very complex so you are able to change much more than that. Great place to play around :)
Actors of type "Splat" can to something like this. At least they show the round targeting models for aoe effects like psi storm. They could work for building placement as well as they are following the cursor but i never used them besides for aoe abilities.
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In the early beta there was a "Recording" entry in the options menu. But it was disabled and now its completely gone. But maybe they will add an option to record a video from inside starcraft with a later patch (like chatrooms, cross-realm play, ....)
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@Hookah604: Go
Ah thanks I was using the "SetTintColorLocal" and that does not work, but using "SetTintColor" works fine.
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Another new bug regarding the highlighting of units:
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What is this, I dont even
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3! or 10
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Wow, just found this. Very very useful!
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Congrats DarkRevenantX :)
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I managed to play that animation using actor events. I used the "Play Sequence" Action with the Sequence Name "Attak0ld". If there is no direct trigger for that you could send the Actor Message "Play Sequence" to the Actor of that unit via triggers.
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@DarkRevenantX: Well, this is maybe the best clock in this contest. The timing of the lighting/shadow surely was really hard but it was worth it - it fits perfect. The "ghost armies" at night add a nice touch to the atmosphere. But I have to say I liked the first version without the glowing spiral more. I think thats too much going on at the same time. Other than that, perfect.
@decltype: Nice usage of the reapers. The creation of the clock where the reapers spread out looks nice. I like that the units are never fully disappearing but just changing their positions (so some digits "steal" their missing units of the previous one).
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@SCMapper: Nice use of dialogs/dialogitems and rotated/moved/overlayed images
@Listonos: Not a complex clock but I like the hellion killing the zergling :) Also the environment is nice
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Yeah, here is my clock.
Its a digital clock where the digits are made out of units. If a digit changes, the old one gets killed and the new digit takes its place. The time is not counted in seconds but in Infestor Rounds. Each time the Infestor walks a complete round, a minute is added to the clock (one minute in this map is faster than a real minute).
The colon is created by a sentry which periodically casts force fields.
The time can be changed by entering the wanted time as a chat message with the format: "hh:mm".
I dont know if the text shows up right as ive created the map with the enGB editor version.
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From the Twitter Dev Chat (http://forums.battle.net/thread.html?topicId=24630604051)
No changes to using galaxy inside the editor makes me a sad panda :(
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@heysparky: Go
Try Right Clicking in the left part of that window. To use the events you have to create them first.
@pixartist: Go
The defined variables (called "status" in the event editor) are local to the actor. Dont know exactly what you mean with global events/actions. They act pretty much like normal trigger events/actions. If you have an event like "Effect.MyDamageEffect.Start" with an action "Create", one Actor is created when the effect MyDamageEffect is created which could be seen as a global event/action. But if you have and event like "Actor Destruction" only the action for the actor for which this event has fired will be executed. It could be seen as local to one actor.
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The movement of projectiles is done with Movers. Go to the mover of your projectile and change the (max/min) speed / (max/min) acceleration as you want. But as usual the fields are very complex so you are able to change much more than that. Great place to play around :)
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@LegionofPhoenix: Go
Actors of type "Splat" can to something like this. At least they show the round targeting models for aoe effects like psi storm. They could work for building placement as well as they are following the cursor but i never used them besides for aoe abilities.