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    posted a message on Moving Bunker

    @SgtFailure: Go

    The bunker does, in fact, use a transport ability. The redirect attack allows the units inside to attack. As for hero wars, could you give me a link? Doesn't have to be a download page, just the place where I can find a description, etc.

    Posted in: Data
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    posted a message on Moving Bunker

    @Graagh56: Go

    No one has any other idea? Can someone at least tell me if it's possible or not?

    Posted in: Data
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    posted a message on Moving Bunker

    @shardfenix: Go

    Attack Redirect isn't exactly an "attack," it's listed as type "redirect target," so it doesn't have that field. Any other thoughts, ideas?

    Posted in: Data
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    posted a message on Moving Bunker

    I want to have some kind of a moving bunker, an Armored Personnel Carrier really, that carries units around. The transport part is easy, but the problem comes when I want the units to be able to fire when the transport is moving. The bunker uses an ability called "Attack Redirect" which I don't really understand, but it only works when the transport is stopped. Any ideas?

    EDIT: Also, a side question, where exactly do you set the point that the unit fire comes out of on the bunker? I assume it's some sort of attach point?

    Posted in: Data
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    posted a message on Change resource icon?

    Bumping Old post.
    Assets.txt apparently is a reserved file name. I can not go about replacing the .dds file, 1.) because it won't let me rename with dashes, and 2.) because I am using the custom resource, which uses the heart icon, which is also used for showing life costs by abilities such as stimpack. Any more help is available?

    Posted in: Miscellaneous Development
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    posted a message on Player Group Autosorting

    @Polantaris: Go

    Dang, thanks anyway.

    Posted in: Triggers
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    posted a message on Player Group Autosorting

    Apparently, when you add players to a player group, it sorts them by player number. For example, if you add players (in this order) 4, 2, and 5 to a player group, it will put 2 in player group index 1, player 4 in player group index 2, and player 5 in player group index 3. This is a huge problem if you want to match up a player in one player group to another player in a different player group by index. For example, I have added players 3, 1, and 2 (in that order) and 5, 6, and 7 in two player groups. I want to give units from player 3 to 5, because they chose their roles first, but instead it will give from 1 to 5 because of the sorting. Is there a way to stop this autosorting, or should I simply use arrays? Thanks.

    Posted in: Triggers
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    posted a message on Custom Help Box

    Tried to search this, as I'm sure other people have asked, but it's impossible to search "help" and get anything meaningful.
    So, I would like to put custom messages in the box during the loading screen. I know it's possible to do this through a custom loading screen, in "Map Loading Screen," but basically this just puts a wall of text in front of the player that they will likely never read. So, I'd rather have it like the normal game, in that the help box displays random tidbits of information relevant to the map. I've tried doing this by modifying the "Default SC2 UI Settings" In the Game UI Data tab of the data editor, but modifying the text keys under UI -> Loading Screen Help does nothing, even when I switch the loading screen to a melee loading screen. It still shows the regular old SC2 melee helps. Can anyone give hints or ideas on how to do this?

    Posted in: Data
  • 0.96410822749862

    posted a message on [Data/Trigger] Making pylon build faster

    Title's a bit misleading.
    What i want to do is make a pylon build faster as you have more units around it. My current solution is having a load of modified chronoboosts that are applied by triggers as you put more units into a region near the pylon, but this isn't a very elegant solution, and it's certainly not dynamic. In addition, the pylon gets to full health before the building construction is complete because chronoboost was never made to work on buildings that are under construction.
    Any suggestions are welcome, they may make me think of other solutions.

    EDIT: I guess this got moved to the trigger section, but it's not really just a trigger question, because I think this could be done through buffs as well (not that I know exactly how that would work).

    Posted in: Triggers
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    posted a message on [Trigger/Data] Making Mineral fields never run out

    Pretty much all in the title. My mineral field never actually disappears, but SCVs stop mining from it possibly because of the AI. However, I will take, as an alternative, how to set the mineral count of a mineral field that I created through a trigger.
    Thanks.

    Posted in: Miscellaneous Development
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    posted a message on Hiding UI, but keeping Leaderboards

    This question seems to have been asked a couple times without answer. How do I hide the UI but still keep my leaderboards? I can convert them to dialog if I really have to, but I'd rather not, as leaderboards keep everything neat without having to measure out the dialog every time you want to change the size.
    Thanks.

    Posted in: Triggers
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    posted a message on Making dialog buttons look better

    @Morgranlocky, that looks awesome, though do the many dialog items impact performance at all? Any negative side effects?

    @Alcoholix: Thanks, this is very helpful.

    Posted in: Triggers
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    posted a message on Making dialog buttons look better

    Any advice is appreciated. I know I've seen good dialog buttons.

    Posted in: Triggers
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    posted a message on Quick question regarding Strong VS and Weak Vs

    @gorang:

    It's certainly not conclusive evidence, but I swapped zealot and stalker in the immortal's strong and weak fields and it targeted the zealots first when I Attack-Moved, while it targeted the stalkers first when it was regular, so it may have to do with the targeting AI. However, it may have just been the angle of approach that defined it, not sure.

    Posted in: Miscellaneous Development
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    posted a message on Making dialog buttons look better

    Dialog buttons look pretty poor aesthetically, at least to me. I know you can change the styles of the text, but it seems that I can't find a style that does exactly what I want it to; right now I'm using Standard18, but it doesn't center-align. So, are there any general hints on how to make dialog item buttons look better? I'll take any suggestions, not just about styles (though I would like to know how to make my own). Thanks.

    Posted in: Triggers
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