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    posted a message on Move replay panel

    Found this by search, sry for necro:

    You need to move not ReplayPanel but ObserverPanelStartFrame

    like this:

        <Frame type="Frame" name="ObserverPanelStartFrame">
            <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
            <Anchor side="Right" relative="$parent" pos="Max" offset="0"/>
        </Frame>
    
    Posted in: UI Development
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    posted a message on Units that behave like a warp prism(power field) without morphing

    @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

    Posted in: Data
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    posted a message on Units that behave like a warp prism(power field) without morphing
    Quote from SoulTaker916: Go

    @Fen1kz: How do i make the behavior channeled?? u mean in effects or ability?

    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

    Posted in: Data
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    posted a message on Units that behave like a warp prism(power field) without morphing

    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

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    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

    Posted in: Data
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    posted a message on [Discussion] Challenge Shield Model

    Hi there, look what i've found:

    Embed Removed: https://www.youtube.com/v/YZRgFnWMMP4?fs=1

    (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

    Posted in: Data
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    posted a message on Simple type parameter reference

    @Kueken531: Go

    thanks, i was afraid all these features are just data table simulations =(

    Posted in: Galaxy Scripting
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    posted a message on Simple type parameter reference

    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

    Posted in: Galaxy Scripting
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    posted a message on DotA 2-like selfcast ability

    @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

    Posted in: Data
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    posted a message on Grid Hotkeys Layout

    @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)

    Posted in: UI Development
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    posted a message on Grid Hotkeys Layout

    bump?

    Posted in: UI Development
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    posted a message on DotA 2-like selfcast ability

    @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 :)

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    @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 =(

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability
    Quote from Rileyb80: Go

    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

    Posted in: Data
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    posted a message on DotA 2-like selfcast ability

    @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

    Posted in: Data
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