I have a question. Is the 248k character limit for bank file size? Or is it for loaded values while playing the map?
I'm actually kinda worried about the limit because my current project will be up to 12 players and I have quest name strings that take up a lot of space.
changing the dimensions might be tricky since they vary but you could do it. changing images wouldn't be too hard. theres some variables in the "Create Talent Tree" action called DialogMainIMG, TitleIMG, etc. you can change those.
All trees are created separately and can be completely unique from each other. The library has its own triggers and updates all images, buttons, and tooltips on its own. All you have to do is create the Talent Tree and the Talent Buttons and it does the rest!
I've been working on a Talent System so I figured I'd make it a library that anyone can use.
If you're planning on using Talents in your map I suggest giving this a try because making a talent system from scratch can be time consuming.
Importing libraries is currently glitched. It deletes all grammar text and hint text. Import the library, delete the files, then copy the library from the example map.
I need help getting a missile to launch from a model attachment.
I've looked at examples from the creature contest. In their maps they created a site actor for their model attachment and set the "launch site" for the action actor to their site actor. But this doesn't work for me.
Can someone give me some advice on this? This is the last part of my metal slug map that I need to update. Thanks.
Use Follow Unit group with Camera and convert the unit group to the unit you want to follow. If you want to reduce the follow lag you'll have to go into the cameras editor in the data editor and change the default game camera's follow speed.
Note, if you're using custom cameras then you wont be able to change their follow speed. You can only use the default camera. But if you want to change the camera height angle etc you can do that to the default camera in the data editor.
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This is a ORPG game based off of WoW.
Here's a demo video with commentary.
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Can you swap custom UI layouts midgame? If so that would be too awesome.
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I have a question. Is the 248k character limit for bank file size? Or is it for loaded values while playing the map?
I'm actually kinda worried about the limit because my current project will be up to 12 players and I have quest name strings that take up a lot of space.
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Excellent.
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i'll fix that ghost model issue.
those last two cheat buttons were just placeholders incase i thought up new ones. they aren't really cheats.
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bumpity bump.
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@Nahotnoj:
changing the dimensions might be tricky since they vary but you could do it. changing images wouldn't be too hard. theres some variables in the "Create Talent Tree" action called DialogMainIMG, TitleIMG, etc. you can change those.
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I added saving/loading talent builds in the new version.
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@SouLCarveRR:
All trees are created separately and can be completely unique from each other. The library has its own triggers and updates all images, buttons, and tooltips on its own. All you have to do is create the Talent Tree and the Talent Buttons and it does the rest!
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I've been working on a Talent System so I figured I'd make it a library that anyone can use.
If you're planning on using Talents in your map I suggest giving this a try because making a talent system from scratch can be time consuming.
Importing libraries is currently glitched. It deletes all grammar text and hint text. Import the library, delete the files, then copy the library from the example map.
ASSET PAGE: http://www.sc2mapster.com/assets/talent-library/
TUTORIAL: http://www.sc2mapster.com/assets/talent-library/pages/tutorial/
Feel free to use however you want but please give me credit. I spent a lot of time on it XD
Specs:
- Has built-in triggers. Updates itself automatically!
- Uses upgrades to create the talents' effects.
- 3 Color Schemes: Blue, Green, Red
- Talent dialog is automatically created and organized to specifications
- Up to 3 Trees, 4 Columns, and 8 Rows
- Talent Types: Ability and Passive
- Allows for custom tooltips for passive talents and automatically created ability tooltips pulled from the data editor!
- Left, Up, or Right Talent Prerequisites
- Saving/Loading Talent Builds!
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bump
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I need help getting a missile to launch from a model attachment.
I've looked at examples from the creature contest. In their maps they created a site actor for their model attachment and set the "launch site" for the action actor to their site actor. But this doesn't work for me.
Can someone give me some advice on this? This is the last part of my metal slug map that I need to update. Thanks.
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malu, you're a freaking genius
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@XPilot: Go
Use Follow Unit group with Camera and convert the unit group to the unit you want to follow. If you want to reduce the follow lag you'll have to go into the cameras editor in the data editor and change the default game camera's follow speed.
Note, if you're using custom cameras then you wont be able to change their follow speed. You can only use the default camera. But if you want to change the camera height angle etc you can do that to the default camera in the data editor.
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@karisu: Go
Yes. "Pick Each Player and Player Group". Put your pan action under the pick each player loop and set the player # to "picked player".
Be sure to put any "wait" actions after and out of the loop pick each player loop though.