The main Problem with the interface is really Time, i work on my UI for now 4 days and its the hell. You need a lot of time because you have no UI View in the Editor and must always Restart to look at your work. Thats nice with the UI, your changes are fast visible. The other thing is a good plan, many ideas are nice but in the reality it looks awful and must be reworked, in the End my Interface is make two or times almost. A big wall is the art, for a UI you need own grapics many are very special and cant be found with google. Many people dont understand the priority of a UI in combination with the Rest. 0815 Bossbars etc. ... it all kills a bit of Immersion. I hope my UI is rdy in time but i have no clue how to make a Video for Youtube. Which program is useful?
Yeah... UIs take too much time. Mine is a huge easily accessible upgrade UI split into 4 main categories,
I really want to know if this contest requires fully functional UIs, meaning that some buttons can be left unlinked to anything because their use is already expressed by other numerous similiar buttons.
I do agree I entered that one for fun (and fancy). However, its demonstrated several useful concept for everyone to use. Even you can use that for later entry which might surpass that in any way
Edit: Making a fully functional UI is really time consuming and people just don't like their works easily get rip off before it was partially complete.
I suppose so, it's useful in helping others learn about the awesomeness of the dialog system.
Blizzard added in a cost in the unit itself and cost in the ability in creating the unit. Phase 1 didn't have a resource cost in the unit itself, it only had a resource cost in the ability like Create Marine or Warp Zealot. They changed that in phase 2, the unit cost is moved to the unit itself and the ability to create the unit is set to 0. But maps from phase one retain their costs in the create ability messing everything up, that's what happened to me, only the costs messed up. Hopefully this is what happened to you.
This way works correctly, you just did something wrong that's why the unit floated off to non existance. Go look at actor attachment, that's how blizzard did it. Although unit attaching to unit is still useful at times.
You may be right but wc3 seems like the easier and more senseful route he can take to at least understand what a variable is since well, you noe, variables are from algebra anyways.
To understand variables, you must resort to math.
Variables are simply something(symbols or letters) that represents something.
For example, Variable Y represents an unit. Instead of using Triggering Unit over and over again in a trigger, you set variable Y = Triggering Unit and use Y as the unit in your triggers instead. Variables are important because they stay as what you set them to be. Triggering Unit changes whenever your trigger goes off again because the event was met so your trigger messes up if there was a wait action involved. Variables also make your trigger much more readable and easier to understand and saves time if you need to use the same insanely long math function in your trigger repeatedly.
If you still don't understand what a variable is, first learn (or relearn which would be completely ...) simple algebra since computer and math logic is related then start on some wc3 trigger editing then play around with sc2.
For the Explicit Rotation, if you turn on Local, it'll become dynamic also and not static as pointed out in your post. It'll follow the Host unit's facing. I tried it and it works, my attached unit faces 90 degree always to reference of my Host unit no matter how I move the Host. Also you should mention about not needing to bother with Host+ and other Hosts if the weapon does not return missile, cause I kind of had to go back and change stuff, at least I know what hosts does.
Edit: Site actors are also unneeded if missile doesn't return right??
nvm i do need the site to correctly link the actors to the weapons and effects.
Not sure but when I opened my map up with the new patch, all my unit's costs are all messed up. It seems that they added the building cost of a unit in the Unit section of the data editor on top of the already existing costs in the Build abilities.
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Yeah... UIs take too much time. Mine is a huge easily accessible upgrade UI split into 4 main categories, I really want to know if this contest requires fully functional UIs, meaning that some buttons can be left unlinked to anything because their use is already expressed by other numerous similiar buttons.
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I suppose so, it's useful in helping others learn about the awesomeness of the dialog system.
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Looks like the battle from here on out is for 2nd place... unless this contest suddenly gets judged on usefulness
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Blizzard added in a cost in the unit itself and cost in the ability in creating the unit. Phase 1 didn't have a resource cost in the unit itself, it only had a resource cost in the ability like Create Marine or Warp Zealot. They changed that in phase 2, the unit cost is moved to the unit itself and the ability to create the unit is set to 0. But maps from phase one retain their costs in the create ability messing everything up, that's what happened to me, only the costs messed up. Hopefully this is what happened to you.
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This way works correctly, you just did something wrong that's why the unit floated off to non existance. Go look at actor attachment, that's how blizzard did it. Although unit attaching to unit is still useful at times.
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@ ezbeats
You may be right but wc3 seems like the easier and more senseful route he can take to at least understand what a variable is since well, you noe, variables are from algebra anyways.
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To understand variables, you must resort to math. Variables are simply something(symbols or letters) that represents something. For example, Variable Y represents an unit. Instead of using Triggering Unit over and over again in a trigger, you set variable Y = Triggering Unit and use Y as the unit in your triggers instead. Variables are important because they stay as what you set them to be. Triggering Unit changes whenever your trigger goes off again because the event was met so your trigger messes up if there was a wait action involved. Variables also make your trigger much more readable and easier to understand and saves time if you need to use the same insanely long math function in your trigger repeatedly. If you still don't understand what a variable is, first learn (or relearn which would be completely ...) simple algebra since computer and math logic is related then start on some wc3 trigger editing then play around with sc2.
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For the Explicit Rotation, if you turn on Local, it'll become dynamic also and not static as pointed out in your post. It'll follow the Host unit's facing. I tried it and it works, my attached unit faces 90 degree always to reference of my Host unit no matter how I move the Host. Also you should mention about not needing to bother with Host+ and other Hosts if the weapon does not return missile, cause I kind of had to go back and change stuff, at least I know what hosts does.
Edit: Site actors are also unneeded if missile doesn't return right?? nvm i do need the site to correctly link the actors to the weapons and effects.
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Not sure but when I opened my map up with the new patch, all my unit's costs are all messed up. It seems that they added the building cost of a unit in the Unit section of the data editor on top of the already existing costs in the Build abilities.