found UI - Player <Any Player> turns target mode <Any> for <Any Ability Command> event, yay
it allows me to enable catch hotkey trigger, but i need to cancel target mode somehow, so main quesion is - how to exit target mode? :O
Button in command card Cancel Target requires requirment, but i dont know what kind of requirment it needs O-o
(sorry for video quality, my videocard is half-burned)
so here i have ChallengeShield model with simple basic attachment actor, only modification i made is SOpRotateRandomFull, which rotates shield at random angle.
interesting - how the model with just basic stupid actor can leave so cool traces on ground? have you ever seen any other models? this looks very nice, maybe its a way to add unit trails to the ground
to reproduce this - just add challengeshield model (LibertyCampaign dependancy) to moving unit
i have an options in my map, which allows you to change hotkeys for you abilities. if you're using normal hotkey layout - it works perfectly, u enter map options, set hotkeys and they change, awesome
but if you have grid layout in your settings - u always have grid
QWERT
ASDFG
ZXCVB
and therefore no way to change ability hotkey.. i want to detect it atleast, for disabling changing hotkeys for players with grid layout
otherwise player with grid layout come to my map, change hotkeys (they dont work due grid layout) and then he thinks that hotkey are bugged (which is not, since he chosen grid layout)
thanks, nice idea about 1 tap is self-cast, and double-tap is targeted cast, unfortunately, it will make selfcast a bit delayed, which ruin all the idea about instafast casting (thats why i started this thread)
seperate abilities with different hotkeys, but same cooldown is what i'm using now, but dota2 style of selfcasting is much better:)
there's still a problem with making 1st tap targeting mode. i assume u're talking about behavior type ability, which have on/off buttons, double-tap there works, but i have no idea how to make 1st tap switch unit to targeting mode..
i need to mix on/off ability with effect-target somehow..
well, this selfcast is not critical (for making triggers watch every button pressed), i just want perfection :)
main idea is to avoid click anything if you double-tap - so u apply ability to yourself much faster
basically i need only to be able to place effect if button hotkey doubletapped OR detect it by triggers
or - i need to be able to use 2 abilities with 1 button
i made 2 abilities - cast target and cast self and then made button on unit to be Submenu with hidden self button, so my double tap is works, but i cant designate target for main ability, since its not ability command, but submenu =(
Could you elaborate on how this ability works a bit more.
Exactly what Kueken531 said: imagine a generic buff / heal / whatever unit targeting spell.
normally you press hotkey, select any unit with your mouse and ur unit start casting. But if you double-tap hotkey quickly - ur unit cast spell on itself, without targeting
thanks, i dont wanna use this solution, because function description says: "Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press."
i dont want such performance loss for a bit of usability, so would be nice if anyone have idea about another way how to it
0
Found this by search, sry for necro:
You need to move not ReplayPanel but ObserverPanelStartFrame
like this:
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@SoulTaker916: Go
once again, you need:
ability of type behavior
behavior of type buff
behavior of type pwoer source
effect of type apply behavior
effect of type remove behavior
then u bind ability to buff behavior, and set initial/finish effect to apply/remove powersource
buff behavior acts only as bearing to control your main powersource
0
sorry, its applied only on buff (Behavior of type Buff > Buff Flags > channeled)
then do a not-moving validator OR like this:
behavior of type buff:
Buff Flags > channeled
Effect - initial > apply behavior > my little powersource
Effect - final > remove behavior > my little powersource
0
Make an ability type behavior, set turn on turn off buttons, set behavior
in behavior make it chanelled
as u remember warp prism cannot move in power state, so you need slightly different data, as i said above
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Update!
found UI - Player <Any Player> turns target mode <Any> for <Any Ability Command> event, yay it allows me to enable catch hotkey trigger, but i need to cancel target mode somehow, so main quesion is - how to exit target mode? :O
Button in command card Cancel Target requires requirment, but i dont know what kind of requirment it needs O-o
0
Hi there, look what i've found:
(sorry for video quality, my videocard is half-burned) so here i have ChallengeShield model with simple basic attachment actor, only modification i made is SOpRotateRandomFull, which rotates shield at random angle.
interesting - how the model with just basic stupid actor can leave so cool traces on ground? have you ever seen any other models? this looks very nice, maybe its a way to add unit trails to the ground
to reproduce this - just add challengeshield model (LibertyCampaign dependancy) to moving unit
0
@Kueken531: Go
thanks, i was afraid all these features are just data table simulations =(
0
Hey, is there any way to do a simple type parameter reference in my function?
i'd like to do this:
somewhere in the map i'll place global variable called TEXT with string type and somewhere i wanna pass this variable to function:
void changeTEXT (string& t) {
t += 1;
}
and do
changeTEXT (gv_tEXT); so it will change my global variable
i know i can do this with array and functions (using arrayref or funcref), but what about simple types like int or string?
(and looks like GUI parameter option 'use reference" does nothing)
as i found at http://www.sc2mapster.com/assets/galaxy-editor-beier/ i need Reference parameters, but i wasnt able to launch editor and watch how he handles "ref" statement in function parameters
0
@silvermage: Go
i recorded video for you (fail with no-cursor, but i hope u understand what i mean)
i can re-record it with mouse cursor ofc
and all my problems well descibed by keuken531 above..
only working solution seems to be is enabling watch hotkeys trigger and then count key presses, which is bad
0
@Exaken: Go
i have an options in my map, which allows you to change hotkeys for you abilities. if you're using normal hotkey layout - it works perfectly, u enter map options, set hotkeys and they change, awesome but if you have grid layout in your settings - u always have grid
QWERT
ASDFG
ZXCVB
and therefore no way to change ability hotkey.. i want to detect it atleast, for disabling changing hotkeys for players with grid layout
otherwise player with grid layout come to my map, change hotkeys (they dont work due grid layout) and then he thinks that hotkey are bugged (which is not, since he chosen grid layout)
0
bump?
0
@Imperfect1987: Go
thanks, nice idea about 1 tap is self-cast, and double-tap is targeted cast, unfortunately, it will make selfcast a bit delayed, which ruin all the idea about instafast casting (thats why i started this thread)
seperate abilities with different hotkeys, but same cooldown is what i'm using now, but dota2 style of selfcasting is much better:)
@silvermage: Go
there's still a problem with making 1st tap targeting mode. i assume u're talking about behavior type ability, which have on/off buttons, double-tap there works, but i have no idea how to make 1st tap switch unit to targeting mode..
i need to mix on/off ability with effect-target somehow..
well, this selfcast is not critical (for making triggers watch every button pressed), i just want perfection :)
0
@Imperfect1987: Go
main idea is to avoid click anything if you double-tap - so u apply ability to yourself much faster basically i need only to be able to place effect if button hotkey doubletapped OR detect it by triggers
or - i need to be able to use 2 abilities with 1 button i made 2 abilities - cast target and cast self and then made button on unit to be Submenu with hidden self button, so my double tap is works, but i cant designate target for main ability, since its not ability command, but submenu =(
0
Exactly what Kueken531 said: imagine a generic buff / heal / whatever unit targeting spell. normally you press hotkey, select any unit with your mouse and ur unit start casting. But if you double-tap hotkey quickly - ur unit cast spell on itself, without targeting
0
@silvermage: Go
thanks, i dont wanna use this solution, because function description says: "Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press."
i dont want such performance loss for a bit of usability, so would be nice if anyone have idea about another way how to it