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    posted a message on Deadfall Traps

    Erm, did you see mutalisk on my map? In my trigger theres already damahing effrct - you can it by yours or call your custom action

    Posted in: Triggers
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    posted a message on [Outdated] SC2Layout Files: How to adjust them

    My notices:
    1) Visibility bug - you place <Visible val="false"/> to the frame (example - minimap frame in GameUI.sc2layout ) and frame still visible try to add this string to child frames of your frame.

    for hiding minimap i had to add <Visible val="false"/> to GameUI.sc2layout minimap frame
    and after:

    <Frame type="MinimapPanelTooltip" name="MinimapPanelTooltipTemplate" template="StandardTemplates/StandardGameTooltip">
    <Frame type="Button" name="MinimapButtonTemplate">
    <Frame type="MinimapPanel" name="MinimapPanelTemplate">
    <Frame type="Minimap" name="Minimap">

    in MinimapPanel.SC2Layout

    i still tryin figure out how to hide frames more easy and why minimap hides only if you hide these frames

    2) You dont need to remove the old SC2Layout files to avoid update bug

    This bug caused when you Import the new SC2Layout files and do not save map! - you press Test Map and this is moment where your new SC2Layout file gets replaces back by old SC2Layout file

    so to avoid this bug you can replace - but always save immediate after replacing

    UPD: ohh uhh and thanks you for the titorial ♥♥♥

    Posted in: Tutorials
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    posted a message on Anahn Leviathan 1.5

    Just make attachment points to them and add later via actors
    or ehm, check battlecruiser

    Posted in: Artist Tavern
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    posted a message on Help: How to make a TD

    [google for some TD titorial]
    [initialize map (players, victory trigger)]
    [create cool original landscape]
    [create tower types and abilities]
    [add cool unique features to your map]
    [place builders]
    [upload it to bnet 2.0]

    Posted in: Triggers
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    posted a message on Deadfall Traps

    With that said I came up with another way to do it. I'll replace my existing lava with flat land. Then I'll draw regions to represent where I want lava. Then, within those regions, I'll use a red-hued texture that can make a convincing lava base. Then I'll use the Lava Flare and related doodads to make it look like a patch of old, half-cooled lava into which fresh lava is flowing. Then I can simply use the trigger pattern I worked out on my own

    that is the best and optimized way - make regions and then create lava by them

    my idea is for lazy people like me, it eats more system resources and network traffic, but allows you freely paint the lava landscape
    just be sure to make Possibly Lava region so small, how can u make it

    Posted in: Triggers
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    posted a message on Target Mode

    Thats exactly what i need, thx man

    Posted in: Triggers
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    posted a message on Target Mode

    (sry multipost) may be anyone already developed such system?

    Posted in: Triggers
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    posted a message on Target Mode

    Ty, i think in the same direction. But then i just repeat what blizz done - may be there's a better solution than develop own target ability system?

    Posted in: Triggers
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    posted a message on Target Mode

    But if i have custom UI, i need to order unit use target ability by triggers.. And thats where is my problem - if its ability with target (especially if its AoE target ability) - i cant order unit use this ability, cuz i have no target. So what you think about - how to make player enter target mode if you have custom UI?

    Posted in: Triggers
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    posted a message on Current point (terrain)?

    Yes, they promise about it (In Q&A batch), but now there is no way to check it

    Posted in: Triggers
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    posted a message on Current point (terrain)?

    No, blizz add this later currently in 1.20 beta galaxy editor you cant get tile :sarcasm:

    Posted in: Triggers
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    posted a message on Deadfall Traps

    Maybe i make a map with this system this evening basic idea - you create landscape, fill it with lava and say to the Lava System height of the lava. Also u create regions around lava and then, every mmm 1 second oh the game you check units in these regions - is they really stands on lava (their height < lava height) about flying units - same - you check - is the ground point under them on lava? If yes - damage them

    this system is more expensive that your (cuz of every second) but it makes you create any landscapes with lava without need create regions that strictly say "this is lava" you create regions that say "probably lava near you maybe uhhh"

    Posted in: Triggers
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    posted a message on Target Mode

    Searched forums like mad and no answer I have custom UI I have custom ability that needs target (currently its jsut simple stalker blink)

    i suppose there no normal way to enter targeting mode (♥ blizz) so what systems you guys saw or thought about?

    Posted in: Triggers
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    posted a message on Monitoring Victory/Defeat for players

    @mihai14 so what about wait condition network traffic?

    Posted in: Triggers
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    posted a message on Deadfall Traps

    In my map i first draw texture, then draw region and after that - corrected texture and lava level to region

    differintiating can be used by unit heights
    (idea) and also lava can be differentiated bu ground heights
    example - i create sharp rough regions where lava probably should be
    and then when i need to check - is this point on the lava? i simple get ground point height and checks the lava height
    i can make you a map if u wanna, this evening

    Posted in: Triggers
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