Charge Count Max - 8
Charge Count Start - 8
Charge Count Use - 1
&
Charge Time Use - 2
What I want is for the ability to gain a charge every 2 seconds if it has less than 8 charges.
Instead here is what happens.
If the charges are at 8, and I use a charge, it takes 2 seconds to get a new charge. If I use multiple charges immediately( going from say 8 to 4 charges remaining in < 1 second). The ability 2 second recharges compound and it wont get a new charge for 8 seconds. How can I change this so it does what I want?
I am struggling with dialog images and buttons. Basically what I want is a clickable image in a dialog window.
If I use a dialog button then set the text to an image path, it breaks when I change resolutions. I've tried overlaying a button and a seperate image, but then 1 covers the other up. If the image is ontop I can't click the button, if the image is underneath it looks wierd cause the button is only semi transparent.
Is there any way I can make just a clickable image?
1. Some units have a field, for example the ghost has the Rank: Dominion Assassin. Where can I find this to edit, if I wanted to remove or change it?
2. When the game loads there is often a "hint" like "make sure to replace your drones" ect... How can I edit/remove this hint? My load screen type is custom.
So I made over a 100 buttons yesterday. All with color coded tool tips. It took a really long time. I come back today to find that around 70 of them all reset to an earlier item's tooltip. This is really really really frustrating and I don't know whats doing this. This has happened multiple times and it is really really pissing me off. How can I stop this?
I have 2 questions. First is there anyway to change the size of the title text in a dialog?
And second I see that there is a performance test get fps action, but I don't know how to display it to the player.
I would like me to do something like, game message fps to all players.
I know in wc3 there was a way to hide units through triggers. Could you hide the zealot for what ever player you want, then create a marine unit with 0 collision on top of it and make it follow the zealot?
I got a reply regarding map testing. Of course it was by a WoW gm for some reason so I'm not sure if he could give a better answer.
I asked:
Quote:
Hi, this question is about the blizzcon map making contest. I wasn't sure who to send it to, but if you could pass this along to someone who can answer it, it would be much appreciated.
I, and many other mappers are wondering about this rule:
By submitting the map you grant licensing rights to Blizzard Entertainment, and will not display, post, or share it until after the contest closes on September 11, 2010.
Specifically we are wondering if it is okay to publish privately a map we plan on entering in order to test it with friends/colleagues, or if that violates the do not display/share rule.
Awaiting your answer and thanks for reading this.
I got:
Quote:
I would play it safe and not post the map until after the contest. If you wish to see how it plays, run some AI on it from the map editing section.
You have to use multiple water tiles to get different height levels for water. You can change the way they look in there also. Double click water to edit it.
0
@DrSuperEvil: Go
Time start isn't a periodic charge, it is the initial delay from the start of the game before recharging kicks in.
What I want is a periodic recharging, but the time-use compounds which is incredibly annoying.
0
Say I have a charged ability with
Charge Count Max - 8 Charge Count Start - 8 Charge Count Use - 1 & Charge Time Use - 2
What I want is for the ability to gain a charge every 2 seconds if it has less than 8 charges.
Instead here is what happens.
If the charges are at 8, and I use a charge, it takes 2 seconds to get a new charge. If I use multiple charges immediately( going from say 8 to 4 charges remaining in < 1 second). The ability 2 second recharges compound and it wont get a new charge for 8 seconds. How can I change this so it does what I want?
0
I am struggling with dialog images and buttons. Basically what I want is a clickable image in a dialog window.
If I use a dialog button then set the text to an image path, it breaks when I change resolutions. I've tried overlaying a button and a seperate image, but then 1 covers the other up. If the image is ontop I can't click the button, if the image is underneath it looks wierd cause the button is only semi transparent.
Is there any way I can make just a clickable image?
0
@Gurrgel: Go @BorgDragon: Go
Thank you, both of you!
0
I have two questions:
1. Some units have a field, for example the ghost has the Rank: Dominion Assassin. Where can I find this to edit, if I wanted to remove or change it?
2. When the game loads there is often a "hint" like "make sure to replace your drones" ect... How can I edit/remove this hint? My load screen type is custom.
0
Thanks! It was the textip thingy.
0
So I made over a 100 buttons yesterday. All with color coded tool tips. It took a really long time. I come back today to find that around 70 of them all reset to an earlier item's tooltip. This is really really really frustrating and I don't know whats doing this. This has happened multiple times and it is really really pissing me off. How can I stop this?
0
Fixed it.
For those who are curious I had a set a variable to a bad thing or something which was causing the script to fail to load.
0
Is there a reason you can't / don't want to use the regular inventory system? It's pretty functional.
0
I have 2 questions. First is there anyway to change the size of the title text in a dialog?
And second I see that there is a performance test get fps action, but I don't know how to display it to the player. I would like me to do something like, game message fps to all players.
0
I know in wc3 there was a way to hide units through triggers. Could you hide the zealot for what ever player you want, then create a marine unit with 0 collision on top of it and make it follow the zealot?
And hide the marine for the owner of the zealot.
0
I got a reply regarding map testing. Of course it was by a WoW gm for some reason so I'm not sure if he could give a better answer.
I asked:
I got:
Kind of a useless answer since we already knew to at least play it safe, but better than nothing.
0
@BuuGhost: Go
You have to use multiple water tiles to get different height levels for water. You can change the way they look in there also. Double click water to edit it.
0
Add the ability then add the corresponding button and set the button to the ability.
0
If one team spawns more units, and this follows standard DotA gameplay, the other team will get more gold and xp. That is one thing to keep in mind.