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    posted a message on How do I make an ammo system?

    @jonaz1234: Go

    You could also use the shield value for it if you aren't using that. Life/Shield/Energy all work the same just a matter of setting the min/max costs and regeneration rate.

    Bilxor is right though, you get more options here by using triggers and you can make it look better too with Dialogs. Just have a trigger that if the integer variable reaches 0 it disables the units weapon/ability or places a passive behavior on them.

    Posted in: Data
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    posted a message on Multiple of the same sound in one 2 second attack?

    @Bilxor: Go

    Thanks for the reply.

    Yeah, ended up having to use triggers to play them. No problems duplicating them there. I tried everything I could think of within the data editor, but they just wouldnt play on top of each other or replace each other no matter what I done.

    I assumed the crash when duplicating/creating a sound in the data editor was just how it was for everyone as I read posts from others saying that they had the same issue and nobody was chiming in to say thiers worked. Strange to hear that it's not effecting everyone.

    Posted in: Data
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    posted a message on Arc cursor

    It is possible. I haven't played around with those just yet, but I believe it's called a 'cursor splat'.

    Do a search one those and you should find some good information on it.

    Posted in: Data
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    posted a message on Multiple of the same sound in one 2 second attack?

    I have a channelled lightning ability that lasts for 2 seconds and i want to play a specific sound (ArtanisVoid_PsionicStormImpact) 3 times over that 2 seconds. 1 initially, and one on each second after.

    I attempted to do it by creating 3 sound actors each with their own separate create timers and each destroying themselves 0.01 sec before the next is due to create. The game doesn't seem to allow me to do this though, possibly a duplicating error? Being that the editor is bugged and crashes if I try to create or duplicate a sound, are there any ways to get around this and make it work?

    Edit: Now I'm trying to use the sound layers, I have 3 separate versions of PsionicStormImpact sounds being used and set the delays to 0.0, 1.0 and 2.0 respectively but still no success. I can only hear the first sound.

    Posted in: Data
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    posted a message on Can you use morph + upgrade in a single ability set?

    Ok here's the deal, I've got a Main Unit and Dummy units, The Main Unit uses a long range weapon that tells the Dummy Units to attack it's target. One particular long ranged Dummy Unit does not come into the game until the Main Unit is at a certain level. The Main Unit morphs into a new unit each upgrade, adding additional weaponry.

    Now the problem is the Main Units weapons are short range until it aquires the long range Dummy Unit upgrade, at which point I need to have an upgrade for the Main Unit's 'attack trigger' weapon that will increase it's range.

    I can do this through a simple trigger but I was wondering, is there is a cleaner way to do this?

    I have tried to create it as a set effect (as I would when combining 2 effects); 1 Combo Ability > Set Effect > x2 Issue Order Effects > 1 Morph and 1 Upgrade but It will only order 1 ability, never both. Depending on what order I have them added in the set effect (it only uses the 2nd one on the list).

    Has anybody ever successfully combined a morph and an upgrade into a single ability before that knows what is wrong here?

    Posted in: Data
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    posted a message on Any way to require a full arm magazine?

    I've made a behavior that I only want to be allowed when the arm magazine is fully loaded (all units inside it), is it possible to make a requirement for this through the data editor?

    Equals - Count unit > *unit name* > completed at unit - Constant 4

    and every other option I can see there seems to count all the magazine units that are outside the magazine.

    Posted in: Data
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    posted a message on Set the model variation for an attachment? [Solved]

    @TheUltragon: Go

    Thanks, I just figured it out :D

    As well as what you said - I needed to set the source of unitbirth as the parent unit that the attachment goes on and then type the name of my attachment in the 'target' field in the model swap action. For anybody else who ever gets stuck on this.

    Posted in: Data
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    posted a message on Set the model variation for an attachment? [Solved]

    I'm trying to make a custom structure with attachments and one of the attachment models im using is the 'Biodome' model (originally used by unit:Colonist Bio-dome) which has 5 variations of it's model. Problem is, I want to specifically use the 5th model variation only.

    Anybody know how to set the variation model used by an attachment?

    I've tried Events+ on the attachments actor: unit.birth > source: (actor im attaching) > Modelswap > Biodome > Variation 5 I've tried using the Create, Attach Model, Actor Creation and a few of other event types.

    I've also tried making a trigger for map ini that changes the model of the main unit's attached child

    Searching online, the wiki says there should be a value on the model if set to 'generic' that lets you select the probability of each variation, but this doesn't seem to exist.

    Posted in: Data
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    posted a message on Unique Multiplayer Banks?

    Nevermind got it to work. Had it saving to the wrong bank >.<

    Thank god for that, I was getting worried lol.

    Posted in: Triggers
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    posted a message on Unique Multiplayer Banks?

    You can't personalize banks whatsoever as far as I can tell except for basing it on player slots. So as soon as you change your player slot in a new game, the bank doesn't work anymore. If you created your hero in a game as player 1, how do you load it in another game as Player 2? (while the other players also can store info but can only use their own saved heroes)

    Or are things like persistent hero stats for a multiplayer game just plain impossible to make? (without designing my own entire password system). Would really suck because I actually asked if that was possible before I started spending the previous months working on the map.

    Really hope somebody knows, because if there's no way around this than it's pretty much just completely ruined the whole 'new features of the editor' for me.

    Here's a bit better detail on what I need for the map. It's a 3 player hero defense. I want to save each selectable hero's Level. So say there are 2 heroes to choose from, a player can load their info at the start of the game with the choice of their previous saved marine hero level 10 and their previous saved zergling hero level 3. I also want to save an overall rank, which is calculated by the total XP earned with each class. But I want this information to only be stored for the player who owns the hero and I want it to be able to save/load regardless of what player slot they are in.

    Please save me!

    Posted in: Triggers
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    posted a message on Unique Multiplayer Banks?

    How do you make a bank file so that every person on battle net will have a different name for their banks? Is it possible to set a bank name to be automatically based on a players name somehow? (And if possible, combine an added bit of text on to it).

    So for example, my personal bank file would be named: SyncourtSlot1

    This or anything else possible to achieve my goal?

    Posted in: Triggers
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    posted a message on Make 2 buttons highlight when mouse over 1 button?

    I've been looking at the Mouse Move event and UI position conditions, but I can't figure out how find (or link) the entire area that the button covers. As the mouse UI position comparison only asks for an X/Y value.

    Any ideas on how to trigger that up?

    EDIT: Nevermind. Went right past the 'Within Bounds' condition -_-

    Still can't seem to find a way to make the button look permanently highlighted with triggers though. Going by some other threads I'm reading, this can only be done by making whole new image asset for the button that only contains 2 highlighted images instead of 1 of each, highlighted and non.

    EDIT 2: I managed to hook them up. But for some silly reason the buttons don't highlight in synchronization. The button i have triggered to be highlighted does so just a fraction of a second after the true hovered button highlights. Hmm... now i'm really stuck!

    Posted in: Triggers
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    posted a message on Make 2 buttons highlight when mouse over 1 button?

    In my map I have 2 buttons within a single dialog which both do the exact same action. What I want, is to make it so that when you hover the mouse over one of the buttons (highlighting it), it will also highlight the other button as well.

    Is there an event (or other means) to accomplish this?

    Posted in: Triggers
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)

    @Helral: Go

    Thankyou very much! you've been great help.

    Posted in: Tutorials
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    posted a message on [UI] SC2Layout Files: Override method (Aiurchef method)
    Quote from Forge_User_03903326: Go

    To adjust the UI you first need to know how the default UI is created. The default SC2Layout files can be found inside the following SC2Archive (MPQ) files: [SC2InstallationDir]\Mods\Core.SC2Mod\Base.SC2Data (core file) path: UI/Layout [SC2InstallationDir]\Versions\Base123456\patch.SC2Archive (latest file) path: Mods/Core.SC2Mod/Base.SC2Data/UI/Layout

    Sorry for being such a noob at this, but how do I view the contents of these archives?

    I also tried to downloaded a few of the layout files linked on the first page, but when I go to 'import' in the editor and browse the location for the files, the sc2layout files I downloaded just will not show up. Am I doing something wrong?

    Posted in: Tutorials
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