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    posted a message on Publishing map resets rating

    Oh okay, makes sense. I always if it affected open lobbies and things like that.

    Posted in: General Chat
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    posted a message on Publishing map resets rating

    edit: Nevermind, it has the rating back now, seems to take a few minutes to get its rating data back after you publish?

    Posted in: General Chat
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    posted a message on Click behind inventory
    Quote from Helral: Go

    Why not use only the inventory area?

    Hmm not quite sure what you mean here. I'm using the inventory container for interface buttons, so it's always shown/can't be closed etc.

    Quote from Helral: Go

    <RenderPriority val='510'/>

    That might work, I did try setting the render priority of the inventory lower but it didn't seem to work, perhaps I was setting it in the wrong spot.

    I ended up giving up and just having my toolbars all lined up instead, decided it wasn't worth the effort!

    Posted in: UI Development
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    posted a message on Inventory item with behaviour toggle?

    Hmm when I read back the inventory the items are there, they just have no buttons or icons in the inventory =/

    Posted in: Data
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    posted a message on Inventory item with behaviour toggle?

    In my inventory container I have a bunch of ability-items which work fine, however I have one which is an ability of type behaviour (toggle). It doesn't show up in the inventory at all.

    Any ideas what might cause that?

    Posted in: Data
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    posted a message on Guess my slot!

    Yeah the numbers are correct, for some reason the action trigger just isn't working for those particular numbers.

    Posted in: Triggers
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    posted a message on Click behind inventory

    I'm replacing my dialog based abilities with inventory-item buttons.

    I did have it working how I wanted, [] being the visible/usable inventory slots. The x x x x is roughly where the standard command card sits.

    [] [] [] [] [] [] [] []
    [] [] [] [] x x x x
    [] [] [] [] x x x x
    [] [] [] [] x x x x

    The problem I have now is that the x x x x area can't be clicked, so I can't use any command abilities. Even if I hide the background image of the inventory.

    Does anyone know a way around this?

    I also tried using two separate inventories, but I can't seem to move the different inventory containers positions ;(

    Posted in: UI Development
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    posted a message on Guess my slot!

    Hmm according to the debug it is 25, 26, 27, 28... for some reason when I use the trigger to move it into that slot it just doesn't. =(.. odd because it works for all of the other rows.

    Posted in: Triggers
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    posted a message on Guess my slot!

    Yeah I can do that... but surely there is some sort of logic behind the numbering?? It's not random is it?

    Posted in: Triggers
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    posted a message on Guess my slot!

    No it's not the title of a 60's porno!

    I have an inventory container with 4 rows.

    The first row has 8 slots The second, third and fourth row have 4 slots each

    [] [] [] [] [] [] [] []
    [] [] [] []
    [] [] [] []
    [] [] [] []

    There is a trigger action to move an item into a specified slot of a container, so far this seems to be how the slots are numbered:

    1 2 3 4 5 6 7 8
    9 10 11 12
    17 18 19 20
    ?? ?? ?? ??

    The last slot apparently isn't 25, 26, 27, 28 and it's not 21, 22, 23, 24

    Any idea what it is?

    (edit: Seriously SC2Mapster, after all these years your forum still doesn't handle line breaks!!!)

    Posted in: Triggers
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    posted a message on Did 1.5 help solve any of these issues?

    @Kueken531: Go

    Fair enough, I guess it just depends on the type of game you are making and whether the changes were what you needed.

    Posted in: Triggers
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    posted a message on Did 1.5 help solve any of these issues?

    Yeah, it gets a bit messy. I'm using inventories with the layout changes now, the end result is better since I can have propper splat cursors now.

    Plus they are shared abilities that do behave more like items, so it makes sense. It's really a shame that they don't just let us create buttons that trigger events for a unit to begin casting a targetted ability! Would solve a lot of messing around with the layout :(

    Previously I couldn't use inventory because of the layout limitations, but there was also a bug that caused your unit to move when manipulating the inventory in a certain way - luckily this is fixed now.

    I am a bit disappointed with how little progress has been made from Blizzard, was hoping for more. Are we expecting any significant update with HOTS?

    Posted in: Triggers
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    posted a message on Did 1.5 help solve any of these issues?

    @SoulFilcher: Go

    Hmm I tried just before, can still only have 32 abilities (even if you can have more buttons with multiple command cards).

    Posted in: Triggers
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    posted a message on Did 1.5 help solve any of these issues?

    Sorry for #2 I meant having a dialog button that behaved like a command button. So they click the dialog button, then a splat cursor is shown for targetting and so on. Not with a predefined target.

    I'm assuming that is still not possible?

    Looking into the inventory alternative again, it looks like one of my original issues might have been fixed with that at least.

    Posted in: Triggers
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    posted a message on Did 1.5 help solve any of these issues?

    Hey guys,

    Been a while, I'm in the middle of fixing my map which was broken by the 1.5 update. Most of it is fixed except for one issue, which is getting a unit to use an item at a target point.

    Does anyone know how to do this now?

    Also were any of these "limitations" alleveiated in any way?

    - 32 ability limit per unit
    - No good way to tell a unit to use an ability that requires a target from triggers (as though they pressed a command button)
    - No good way to show a non-laggy targetting cursor
    - No custom layout files for inventory containers

    Thanks!

    Posted in: Triggers
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