CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Master Hand

    @SycoPrime: Go

    I support this request.

    Posted in: Requests
  • 0

    posted a message on Why is there no "test map" button in the trigger editor?
    Quote from Koronis: Go

    You're an imbecile.

    As everyone already said: 1) Hit ctrl-f9 2) Buy a better monitor 3) stfu

    Ya know when you put it like that you come off as a real asshole.

    You could have said it with so much more... finesse... like this:

    "It's called 1920x1080, and it's the only way to fly."

    See how much better that sounds?

    Posted in: General Chat
  • 0

    posted a message on Minor problems, unknown solutions

    Thank you for the reply. I messed around with the filters and validators of both the projectile units and the powerups themselves, still no luck. The powerups are units that apply a behavior and are then hidden for a set amount of time when another unit enters 1 distance form them.

    Also, still no luck on the weapon icon problem.

    Anyone else have any input? Please?

    Posted in: Miscellaneous Development
  • 0

    posted a message on Minor problems, unknown solutions

    Hey guys, I have a few data problems with my map and can't find the right fields or solutions.

    1) I have an equipment system where a hero unit can equip two different types of guns at once. Item classes are WeaponGround and WeaponAir. My problem is, when I have two weapons equipped, only one of their icons shows up in the UI for weapon damage, speed, ect. It is almost always the WeaponAir item that the icon shows up for. I would like both weapon icons to show up, but I would settle for just the ground weapon showing up, as that is the primary weapon. I have looked through all of the fields having to do with the guns (weapons, units, items, buttons, actors, behaviors, effects) and have asked a bunch of people on IRC, but haven't been able to figure it out. It might have to do with the fact that every gun is an item that can be dropped and picked up and isn't just a "weapon" in the general editor sense. I know it has to be something simple.

    2) I have power-ups and teleports that are activated by units running over top of them. They work fine, but they are being popped by the projectile units from guns. I don't want that to happen, haha. Another issue with a powerup; one of my powerups spawns units for you to control, and like projectile units from my weapons, the "pet" units will pop powerups and much more annoyingly will trigger the camera to move to them if they enter a teleport because my teleport trigger snaps the camera to triggering player after a teleport. So I'm really not sure, but I think I need a data field that disables unit interaction with regions or other units.. or something like that, but don't see any.

    3) This is one I put off for a while because I don't think it is possible, but... I have a text crawl, and by default, it appears over the minimap. I want to know if it is possible to move a text crawl to another position on the screen. There are no options in the text crawl trigger for placement, and no other actions regarding text crawl. I tried doing it with a dialog box, but couldn't find the option for putting a text crawl in a dialog box. I also tried the dialog options for typing out text, but it didn't have the same effect and took many more triggers.

    Any help at all would be greatly appreciated!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Directional Explosions

    @MrFizher: Go

    Everything you've asked can be answered in one (or many) of the tutorials on the tutorial listing.

    http://wiki.sc2mapster.com/galaxy/tutorials/

    Good luck broskie!

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Solved]How to make a trigger that dosent allow a research item to be researched after being researched

    @DarkShape80: Go

    Yeah but he asked for it with triggers, and thats the only way I know how to do it with triggers.

    I agree it would be better to use requirements, but to each his own!

    Posted in: Triggers
  • 0

    posted a message on [Solved]How to make a trigger that dosent allow a research item to be researched after being researched

    To do it with triggers, make the event "Unit uses ability" - Set it to the unit and the training ability,

    Then for the action, find the "Enable/Disable (or allow/disallow) ability" - set it to disable the training ability.

    You may need to add a "Wait" command so that the training can finish before it disables the ability.

    Then, use the same Enable/Disable command but Enable whichever new ability you want enabled.

    Hope this helps!

    Posted in: Triggers
  • 0

    posted a message on Sc2 - Basic Driving System

    Dude this is friggin' awesome. Nice work man. SO many applications for this. Thank you very much!!

    Posted in: General Chat
  • 0

    posted a message on I F N LOVE YOU GUYs!!! <333

    Good topic!

    I want to thank everyone that I have not had a chance to thank in IRC for the tutorials. You guys are largely responsible for making it possible for the masses to make custom maps. Your tutorials really do make the difference between success and failure. Hopefully in the future, once I learn the editor a little bit better, I will be able to post some tuts! But, until then, I will keep using the abundance we have here. Thanks again, +77 cookies to all tutorial makers.

    Posted in: Tutorials
  • 0

    posted a message on Mouse, Triggers and Radar

    @Molsterr: Go

    Thank you SO MUCH for the reply. In some regards I am happy you can't do that stuff, makes me feel slightly less stupid, lol. I will post the control zone code as soon as I get home from work. I have tried the stuff with the minimap you mentioned, applying an image to the dialog and getting the XY of the hero and XY of units for the dots and stuff, but can't get the hero to stay in the center. He just runs off the edge of the radar never to be seen again unless I run back to the original spot he spawned at. I will post that code too. Thanks again man, I really appreciate the help!!

    Posted in: Miscellaneous Development
  • 0

    posted a message on Mouse, Triggers and Radar

    Hey guys, I have a few issues I could really use some help with. I have done countless site and forum searches, and have looked at pretty much every tutorial I can find, so this is a last resort for me when it comes to this stuff. I am so close to finishing the map and these are the last things I need help with. Well, these and a store dialog.. but that is something I want to figure out myself. Aaaaanywho...

    1) I am trying to get the movement control in the game to work like it does in diablo 2; as long as you are holding down the right mouse button the character will "follow" the cursor. I have looked around in the triggers a lot and have tried a lot of different trigger combos/functions, but I cannot get it to work.

    2) I have a bunch of control regions/structures set up on my map that require the player to stay in the area for X amount of time to capture it. They are turned off by default and each one is activated separately by X amount of kills or when the zone trip timer reaches 0, depending on which comes first. That was the easy part. Now I am trying to figure out the trigger combo to activate a random zone instead of a specific one when the trigger is tripped. I tried applying an array and giving each region/structure a number in the array, then called a random number in the array, and I am pretty sure that is what I have to do, but again, I can't get this to work.

    3) Radars. This one has really been getting under my skin. I know it is not hard to make a radar, and that there are posts out there concerning them, but nothing I have found has been able to help me. All i want is a minimap that only reveals a small area surrounding the hero, and for the hero to stay in the middle of the radar-minimap as they move through the map. I have been able to get a custom minimap dialog up that shows the locations of the hero and enemies, but that is as far as I have gotten. I can't get the map to "zoom in" even though I have read posts and tutorials trying to describe how to do this. It has to be something I am doing wrong, I just can't figure out what!

    I hope someone out there can give me some advice on this stuff. I have been working on just these three things for 9 days now and would really like to finish my map. Any help would be greatly appreciated and even if you can't help and made it this far, thank you for reading! Hopefully this thread can help more than just me!

    -Mark

    Posted in: Miscellaneous Development
  • 0

    posted a message on FlashLight problem

    @FatGreyCat: Go EDIT: I realized my button was controlled a bit differently.

    Have you tried using an If/Then statement on the button? I had a dummy button for opening and closing a store, and an if/then trigger worked. I have it set so that if one section of the store dialog is visible, then it closes everything, else it opens everything. So..

    If flashlight is visible = true

    then

    turn off flashlight (or remove the flashlight behavior/abilityr)

    else

    turn on flashlight (or apply behavior/ability)

    Obviously the scripting would be a little more complicated, but that is the general idea.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Looking for designer/helper

    If you find someone, have them priv msg me. I have a list of 35 custom weapons I need made for my map. Thanks. /sarcasm

    Posted in: Miscellaneous Development
  • 0

    posted a message on Open store with ability button

    Hey guys, I want to open my store, which works fine, from anywhere on the map with an inventory button. I have been trying to figure this out for a long time.

    I already have the store and it is working fine. I can buy and sell from it. I can also click on it anywhere in the map and use it. But when I do this, the item spawns at the store and not in my inventory.

    Anyway, I have tried everything I know how to do in behaviors, abilities, effects and units. Ability button would be fine, but if there is a way to make one of the hero inventory/container buttons open it that would be amazing. Anyone have any ideas?

    Edit: Forgot to mention that I can get an ability button in my command card for the shop's sharing ability, but when I use it, it has me choose a target, and then does nothing when i cast the ability.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Easy problems

    Thank you guys so much for the responses! I got both things to work!

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