I want to hide the game ui but want to keep the inventory buttons for a hero unit. How is this done through triggers? And can I reposition the inventory buttons without using layout files?
Creating a hero inventory through triggers has led to so much clutter and work that Im going insane. So If I could integrate my custom dialog UI with the built in hero inventory and equipment stuff, then I would be happy.
like Stragus said, your local variable is essentially destroyed after the trigger ends. If it is running each time a unit dies then your local variable is reset each time to its default at the beginning and will never hold and accurate value. A good rule of thumb is to never set conditions to include local variables.
If you are just looking to have an rpg style movement system with a single hero unit, check out OneTwoSC's youtube video tutorials, specifically the one about diablo controls. His movement system will work exactly how it sounds you want it.
If you want a work around then, make a trigger with an event for unit selected... In the conditions make sure triggering unit is the unit you dont want selected... In the actions, force player to select a different or no unit. 'No unit' should be in the presets section. (player selects his own hero => force player to select 'no unit')
The corsair looks close to the silhouette too. Nothing weve seen has an electric charge outside the unit. That is what is key to me. Well know soon enough
A sheild regenration unit wouldnt be overpowering. It can only repair one unit at a time.... plus it has an energy value of its own. It would be helpful but not OP by any means.
It's an Arbiter/Shuttle/Reaver crossover! :D Hence, I shall call it Arshure! It can cloak itself, shots ground with electrical charges around and it can engage in Planet cracker beam mode. When in it, Arshure heats up for 5 seconds and shoot from the center of the circle thingy directly to the ground, Air is not affected. While loading up it and can't move, when beam fires Arshure have 0.5 speed. Cracker lasts 5 seconds and deals 40 damage per sec (200 overall), have 20 second cooldown (Arshure starts without cooldown). Usage of cloaking device deactivates cracker, after decloaking cracker is cooldown'd.
Or something like that. :D
if this were a terran unit, it would be called 'The Crackler"
Now after Eiviyn said it Im thinking shield battery! OMG how game changing would it be if this thing could heal protoss shields!!! If it does, I also hope it has a small attack, instead of just utility.
In regards to the gate question, I dont think pathing is 3 dimensional. So making a gate on a wall that you can walk on top of like a castle isnt possible, atleast I dont think it is. But if you were just asking if units can pass through other units then OneTwo's suggestion of the collision field is what you want.
Bingo Zolstice, the initialization was wrong. Led me to see a lot of errors in the way I am linking my triggers/a.d./functions together. The damn dialog didnt even exist. spent about 3 hours trying to solve this stupid problem too. Thanks! haha, alls well that ends well.
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The greatest speech ever.
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Why did you post this in team recruitment? So strange.
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I want to hide the game ui but want to keep the inventory buttons for a hero unit. How is this done through triggers? And can I reposition the inventory buttons without using layout files?
Creating a hero inventory through triggers has led to so much clutter and work that Im going insane. So If I could integrate my custom dialog UI with the built in hero inventory and equipment stuff, then I would be happy.
Thanks
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like Stragus said, your local variable is essentially destroyed after the trigger ends. If it is running each time a unit dies then your local variable is reset each time to its default at the beginning and will never hold and accurate value. A good rule of thumb is to never set conditions to include local variables.
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If you are just looking to have an rpg style movement system with a single hero unit, check out OneTwoSC's youtube video tutorials, specifically the one about diablo controls. His movement system will work exactly how it sounds you want it.
If you want a work around then, make a trigger with an event for unit selected... In the conditions make sure triggering unit is the unit you dont want selected... In the actions, force player to select a different or no unit. 'No unit' should be in the presets section. (player selects his own hero => force player to select 'no unit')
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The corsair looks close to the silhouette too. Nothing weve seen has an electric charge outside the unit. That is what is key to me. Well know soon enough
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A sheild regenration unit wouldnt be overpowering. It can only repair one unit at a time.... plus it has an energy value of its own. It would be helpful but not OP by any means.
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if this were a terran unit, it would be called 'The Crackler"
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Now after Eiviyn said it Im thinking shield battery! OMG how game changing would it be if this thing could heal protoss shields!!! If it does, I also hope it has a small attack, instead of just utility.
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Welcome to SC2mapster. A great place for help, check out the wiki when you have a chance. Link: http://www.sc2mapster.com/wiki/galaxy/main-page/
In regards to the gate question, I dont think pathing is 3 dimensional. So making a gate on a wall that you can walk on top of like a castle isnt possible, atleast I dont think it is. But if you were just asking if units can pass through other units then OneTwo's suggestion of the collision field is what you want.
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Chain lightning anyone?
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Sounds fun, please let us know when its on NA servers. I want to play this right now.
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Bingo Zolstice, the initialization was wrong. Led me to see a lot of errors in the way I am linking my triggers/a.d./functions together. The damn dialog didnt even exist. spent about 3 hours trying to solve this stupid problem too. Thanks! haha, alls well that ends well.
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I thought i posted this.. must of hit preview instead... but I wanted to credit Tolkfan for the function. A link to an example map showing off his function working: http://www.sc2mapster.com/forums/development/triggers/24409-getting-portraits-models-from-unit-type/
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The variable target image is
TargetImage = No File <File - Image>