Thanks for looking. Please could someone help me with my UI. I've been trying for some time to move the unit information and change how the borders work however I've never really got it to work properly.
If someone could help explain how to do what I want that would be really appreciated.
I'm going to display the code below and also attach a (very crude) picture to try and show what I want.
If theres some way to highlight the coode please let me know so I can fix my post to make it more readable.
Basically the UI has been hidden, then the map has been displayed in the box in the bottom left corner. This is as I want it.
The command card has been resized as required, however I want it anchored to the bottom right corner.
Currently the box border only shows on the right and bottom sides, the opposite of what's required. How can I get the borders to show on the top and let sides?
I also would like the wireframe model and the unit stats to be pushed together a bit and moved as close to the map as possible. How can I do this? The portrait remains hidden.
Its clearly horrible so I've attached the txt file below.
If your going for small amounts of powerful units there's the Dawn of War route with the Necrons. Necron units were mostly free but took ages to build, as you captured resource points your build speed increases and your main building upgraded in readiness until it fully activated turning into a moveable unit that was one of the most powerful units in the game.
Something similar could be done here. Spending minerals to activate systems on your (maybe walking) buildings allowing faster construction/more advanced units. Your buildings can fight back but as a negative are also far more valuable to risk loosing.
Just add a "looking for players" category for a lobby that's been open for more than 2 minutes or something.
A WC3 style list would just fill up with an even smaller selection of maps, I don't think anyone actually uses the other categories much so adding more won't help.
I think a lot of people are missing the point of Tugs, people play them because they don't want to micro every single unit with complicated manoeuvres. Its why I will probably never get out of the Bronze league even though my income and army size is usually higher than my opponents. It doesn't mean in a tug you don't have to have things to do. Its the actual act of having to micro every unit that annoys me.
I also consider DOTA (player controlling a hero supporting AI creeps) and tugs (player decides what creeps to send) as different categories but maybe thats just me.
Income Wars and CoreFight are 2 very polished tugs. I like to think my map is quite good, though not nearly as polished, and lacks units at the moment.
Many of the problems highlighted here I've tried to address in Genetic Lab Wars. You have defensive units that you can risk in attacks requiring lots of micro, many players choose not too but a good micro player gets a great advantage. Stronger tier units use up 2 weaker units so you also not get the massive chug fests of nexus wars.
Civilization Wars from WC3 was amazing and hopefully one day we will see something like it in SC2.
0
I asked this literally a week ago :D
Here
Just give it the move ability like Kueken521 said.
0
Thanks for looking. Please could someone help me with my UI. I've been trying for some time to move the unit information and change how the borders work however I've never really got it to work properly.
If someone could help explain how to do what I want that would be really appreciated.
I'm going to display the code below and also attach a (very crude) picture to try and show what I want. If theres some way to highlight the coode please let me know so I can fix my post to make it more readable.
Basically the UI has been hidden, then the map has been displayed in the box in the bottom left corner. This is as I want it.
The command card has been resized as required, however I want it anchored to the bottom right corner.
Currently the box border only shows on the right and bottom sides, the opposite of what's required. How can I get the borders to show on the top and let sides?
I also would like the wireframe model and the unit stats to be pushed together a bit and moved as close to the map as possible. How can I do this? The portrait remains hidden.
Its clearly horrible so I've attached the txt file below.
0
@Hobrow: Go
Yep 2v2v2 :)
So far all I've been able to test is 1v1 so would be nice to see how it plays out.
0
Hi, I would really appreciate it if we could test Genetic Lab Wars 2 this evening. I'll be there!
0
Ha yeah, I was going through the flags with a fine tooth comb and all the behaviors, completely baffled as to why my Larva wouldn't move.
0
Its ok I think I've found it.
0
@grenegg: GoYes brilliant! Seems so obvious now :) thanks.
Next question, how can I slow its movement animation down?
0
I create a Larva, issue it with a movement order using triggers and it just sits there.
I've removed its behaviors of larva movement and so it doesn't die of creep.
Does anyone know how to make a larva move?
Thanks!
0
If your going for small amounts of powerful units there's the Dawn of War route with the Necrons. Necron units were mostly free but took ages to build, as you captured resource points your build speed increases and your main building upgraded in readiness until it fully activated turning into a moveable unit that was one of the most powerful units in the game.
Something similar could be done here. Spending minerals to activate systems on your (maybe walking) buildings allowing faster construction/more advanced units. Your buildings can fight back but as a negative are also far more valuable to risk loosing.
0
Just add a "looking for players" category for a lobby that's been open for more than 2 minutes or something.
A WC3 style list would just fill up with an even smaller selection of maps, I don't think anyone actually uses the other categories much so adding more won't help.
0
You can use a "for active players" loop to achieve this. You would have to set your regions at variables in an array first.
0
Surfing is always great. Not sure wheres good on the East coast of the US but it can't be that bad.
0
I have a building with research that ques up. I want the building to have an ability that it can use without the ability joining the tech que.
Is this possible?
Thanks
0
I think a lot of people are missing the point of Tugs, people play them because they don't want to micro every single unit with complicated manoeuvres. Its why I will probably never get out of the Bronze league even though my income and army size is usually higher than my opponents. It doesn't mean in a tug you don't have to have things to do. Its the actual act of having to micro every unit that annoys me.
I also consider DOTA (player controlling a hero supporting AI creeps) and tugs (player decides what creeps to send) as different categories but maybe thats just me.
Income Wars and CoreFight are 2 very polished tugs. I like to think my map is quite good, though not nearly as polished, and lacks units at the moment.
Many of the problems highlighted here I've tried to address in Genetic Lab Wars. You have defensive units that you can risk in attacks requiring lots of micro, many players choose not too but a good micro player gets a great advantage. Stronger tier units use up 2 weaker units so you also not get the massive chug fests of nexus wars.
Civilization Wars from WC3 was amazing and hopefully one day we will see something like it in SC2.
0
"Your mother was a hamster and your father smelt of elderberries" is a quote from Monty Python and the Holy Grail, great film!