• 0

    posted a message on Redesigning Marine Arena, seeking talented terrain artist.

    I hear this guy called Mythic is great at terraining. ;p

    Posted in: Team Recruitment
  • 0

    posted a message on Basic UI Help

    @Helral: Go

    I already have a menu completed like that. I do, however, need to create a button that opens a dialogue such like that. Thanks!

    Posted in: UI Development
  • 0

    posted a message on Basic UI Help

    Hey! I'm a budding editor, and I haven't really faced many issues that dealt with creating UI before. So here's the breakdown.

    I need a button set up to open a menu. (Trigger made, but not working - possible issue with variables) The menu needs to have individual buttons that use an ability. (Not working yet.) The menu is done using 4x4 array.

    It sounds like a lot, and I totally understand if no one wants to help me ;_; but thanks to anyone who does!

    Posted in: UI Development
  • 0

    posted a message on Marine Arena 1.1 BETA

    "It's great."

    - Mythic

    Posted in: Map Feedback
  • 0

    posted a message on Bank - Basic help?

    Hey, everyone. I've been working on a basic bank file test, and it's not working as well as I'd like. Here are the three triggers I have:

    Game Initialization - Load Banks
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Comment - Preload Banks
            Bank - Preload and synchronize bank "Achievements" for player 1
            Bank - Preload and synchronize bank "Achievements" for player 2
            Bank - Preload and synchronize bank "Achievements" for player 3
            Bank - Preload and synchronize bank "Achievements" for player 4
            Bank - Preload and synchronize bank "Achievements" for player 5
            Bank - Preload and synchronize bank "Achievements" for player 6
            Bank - Preload and synchronize bank "Achievements" for player 7
            Bank - Preload and synchronize bank "Achievements" for player 8
            Comment - Open Banks
            Bank - Open bank "Achievements" for player 1
            Bank - Open bank "Achievements" for player 2
            Bank - Open bank "Achievements" for player 3
            Bank - Open bank "Achievements" for player 4
            Bank - Open bank "Achievements" for player 5
            Bank - Open bank "Achievements" for player 6
            Bank - Open bank "Achievements" for player 7
            Bank - Open bank "Achievements" for player 8
    
    Test Achievement 001
        Events
            Game - Player (Triggering player) types a chat message containing "-testachieve", matching Exactly
        Local Variables
        Conditions
        Actions
            Bank - Store integer 1 as "Test" of section "Test" in bank Achievements
    
    Test Achievement 001 - Activate
        Events
            Game - Map initialization
        Local Variables
        Conditions
            (Bank Achievements has 1 in section Test) == true
        Actions
            Actor - Send actor message "ModelSwap Nexus 0" to all actors contained by actor region (Actor for Command Center [118.50, 117.50])
    

    And I'm getting various trigger errors on Line 62, 63, 76, among others.

    Here is the galaxy script. ================================================================================================== Generated Map Script Name: Just Another StarCraft II Map Author: Unknown Author ================================================================================================== include "TriggerLibs/NativeLib"

    -------------------- Library Initialization -------------------- void InitLibs () { libNtve_InitLib(); }

    -------------------- Trigger Variables -------------------- trigger gt_GameInitializationLoadBanks; trigger gt_TestAchievement001; trigger gt_TestAchievement001Activate;

    -------------------- Trigger: Game Initialization - Load Banks -------------------- bool gt_GameInitializationLoadBanks_Func (bool testConds, bool runActions) { Actions if (!runActions) { return true; }

    Transmission - Preload Banks Transmission - Open Banks BankLoad("Achievements", 1); BankLoad("Achievements", 2); BankLoad("Achievements", 3); BankLoad("Achievements", 4); BankLoad("Achievements", 5); BankLoad("Achievements", 6); BankLoad("Achievements", 7); BankLoad("Achievements", 8); return true; }

    -------------------- void gt_GameInitializationLoadBanks_Init () { gt_GameInitializationLoadBanks = TriggerCreate("gt_GameInitializationLoadBanks_Func"); TriggerAddEventMapInit(gt_GameInitializationLoadBanks); }

    -------------------- Trigger: Test Achievement 001 -------------------- bool gt_TestAchievement001_Func (bool testConds, bool runActions) { Actions if (!runActions) { return true; }

    BankValueSetFromInt(Achievements, "Test", "Test", 1); return true; }

    -------------------- void gt_TestAchievement001_Init () { gt_TestAchievement001 = TriggerCreate("gt_TestAchievement001_Func"); TriggerAddEventChatMessage(gt_TestAchievement001, EventPlayer(), "-testachieve", true); }

    -------------------- Trigger: Test Achievement 001 - Activate -------------------- bool gt_TestAchievement001Activate_Func (bool testConds, bool runActions) { Conditions if (testConds) { if (!((BankKeyExists(Achievements, Test, 1) == true))) { return false; } }

    Actions if (!runActions) { return true; }

    libNtve_gf_ActorRegionSendSimple(libNtve_gf_MainActorofUnit(UnitFromId(2)), "ModelSwap Nexus 0"); return true; }

    -------------------- void gt_TestAchievement001Activate_Init () { gt_TestAchievement001Activate = TriggerCreate("gt_TestAchievement001Activate_Func"); TriggerAddEventMapInit(gt_TestAchievement001Activate); }

    -------------------- Trigger Initialization -------------------- void InitTriggers () { gt_GameInitializationLoadBanks_Init(); gt_TestAchievement001_Init(); gt_TestAchievement001Activate_Init(); }

    -------------------- Map Initialization -------------------- void InitMap () { InitLibs(); InitTriggers(); }

    Also, if you haven't seen, the idea is I want an achievement to save when I type in -testachieve or something to similar effect, and it changes the model of the CC on the map to a Nexus. Thanks in advance to whoever is awesome enough to help a newb ;_;

    Posted in: Triggers
  • 0

    posted a message on Galaxy Editor Crashes within seconds

    So, this problem just started happening, but the gist is that everything starts up fine, I open my map up, start working, but about 15 seconds in (consistently) the galaxy editor stops responding, and I have to close it through windows. I don't imagine many people have had this problem, but I need to know if it's a problem with my map, Galaxy, or windows.

    A lot of the time, it suddenly slows down, then 4-5 seconds later, I get the 'not responding" error.'

    I tried opening aother map, and it seems to work fine. Also, recently, I changed the tileset of my map, and that's mainly when the problems began (from braxis alpha to bel'shir).

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Help!] Help with texture editing.
    Quote from JackRCDF: Go

    If you want to replace all instances of the thor texture, use the replacement method described here http://www.galaxywiki.net/Custom_Unit_Textures it's far simpler than texture select by id. Texture select by id is best for when you want one thor in particular's texture to change, instead of all thors.

    I did that, but I'm having an importing issue.

    Posted in: Art Assets
  • 0

    posted a message on [Help!] Help with texture editing.
    Quote from BorgDragon: Go

    http://www.sc2mapster.com/forums/resources/tutorials/20772-data-actor-events-message-texture-select-by-id/#p1

    Quite alot of info in that thread, might take a bit of reading.

    I was trying to work this out, but I couldn't decide what to put in the second texture declaration where you wrote "hair."

    Posted in: Art Assets
  • 0

    posted a message on [Help!] Help with texture editing.

    So I'm trying to edit the basic thor model, so here's what I've done so far:

    1. Opened the DDS files: Diffuse, Normal, Specular, and Emissive. 2. Edited them to my liking. 3. Imported. 4. Here, I tried a few steps, such as editing the Thor.m3 file (that didn't work.) 5. I tried worming around in the models tab (Textures - Declarations+) but I couldn't get that to work correctly (although it seems like my best bet) 6. Opening the base MPQ and replacing files there (didn't do that, because i think it would break the game somewhere)

    If it helps, I'm editing the DDSs with PS CS5.

    Can anyone help me or point me to a working guide that will let me change the textures of the Thor?

    Many thanks in return.

    Posted in: Art Assets
  • 0

    posted a message on Actor-event tinting issue.
    Quote from DrSuperEvil: Go

    For the first question there are several methods which usually involve a blend in duration and several named timers. For the second question look at the link in my signature.

    How would you get timers working in Events - Event+? I don't understand how the two timer fuctinos work here. But thanks for the textures link!

    Posted in: Data
  • 0

    posted a message on Actor-event tinting issue.

    This question seems dumb, but how do you make a unit progressively switch through colors every few seconds? Also, how do you manipulate textures or create new ones?

    Posted in: Data
  • To post a comment, please or register a new account.