The first answer to your first question is no, there have been a lot of whining that you can't do that and I have only seen a way to do it via clicking.
There's quite a few ways you can build towers using dialog buttons...
One would be to familiar with the data editor and make it so you have a super long range build ability on unit X and force the trigger to activate that ability on that unit.
Another would be to simulate it, give a fake movable object and detect mouse click using triggers (I am to assume this is why you had question 1).
I believe you can change the mouse cursor that might suffice to what you are doing.
Without any specific details it is nearly impossible for us to come up with a solution unless we are very knowledgeable with the data editor and can assume how you tried to setup your 'custom ability'.
I suggest you either upload the map or provide all the information somehow.
Can you try to explain the question a little better as I am not 100% understanding on what you are wanting to do...
From what I read I believe your question was answered by s3rius, but you may want to throw in a FOR statement that loops from 0 to (MAX ARRAY LENGTH) and increments X.
If (clicked dialog item) == YourButton[X] then...
That will loop over every item in the array and if it was clicked it will proceed.
I see that when you create a button there's an option to set its image when moused over, but how do you go about setting the button's image when not moused over?
I tried placing an image on the exact same spot as the button but it still looks ugly and not exactly what we're looking for.
EDIT: I am sorry, I mean Terrain Texture on a certain portion of Terrain.
I was shown how someone edited creep's texture which would of sufficed for my goal however it can only be done to all creep not just specific portions/creation points.
I am aware how to change the height of terrain with deformers.
I have done exactly what you are asking here, it is very possible, all you have to do is replace the weapon with an ability (Effect - Instant) and take a look at how the Weapon links and how the ability would link instead of the weapon to the effects added to it.
Copying a weapon from one map to another is the difficult part.
LeaderUpdateEventsPlayer-Player(Triggeringplayer)MineralschangesPlayer-Player(Triggeringplayer)CustomResourcechangesLocalVariablesConditionsActions------- Leader Board Set For Triggering Player based on minerals
Now I personally have never created a ' hero ' or messed with the whole Item/Experience pickup system.
I assume a hero is just another unit but with special properties (Correct me if I am wrong).
I believe hero is just a category you can throw units into in the data editor.
My suggestion is one of two things, one being every time you create a hero for a player, add it to a special unit group and call it something like, ' Heroes '.
With this you can have it run through each unit in the unit group and see if its for example, at a specific location.
You can also use your Unit Type for this, Unit Type is comparable to everything in UNIT in the data editor, so if I make a unit called CANDYMAN, I can verify if unit type == Candy man. You can make a long list of conditions with OR's such as, ' If unit type == Cleric or If unit type == blade master or unit type == Mage ' which would be the base unit.
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The first answer to your first question is no, there have been a lot of whining that you can't do that and I have only seen a way to do it via clicking.
There's quite a few ways you can build towers using dialog buttons...
One would be to familiar with the data editor and make it so you have a super long range build ability on unit X and force the trigger to activate that ability on that unit.
Another would be to simulate it, give a fake movable object and detect mouse click using triggers (I am to assume this is why you had question 1).
I believe you can change the mouse cursor that might suffice to what you are doing.
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Without any specific details it is nearly impossible for us to come up with a solution unless we are very knowledgeable with the data editor and can assume how you tried to setup your 'custom ability'.
I suggest you either upload the map or provide all the information somehow.
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There's no ' attack ' in the SCV abilities - response... just a Acquire, Flee, or No Response.
Default for SCV is always to flee.
Acquire makes it decide if it should flee based on the enemy or the enemies weapon.
No response should be obvious.
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Map > Map Textures
I believe you can only have X number of textures maximum currently on a map though but you can mix the texture sets.
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Can you try to explain the question a little better as I am not 100% understanding on what you are wanting to do...
From what I read I believe your question was answered by s3rius, but you may want to throw in a FOR statement that loops from 0 to (MAX ARRAY LENGTH) and increments X.
If (clicked dialog item) == YourButton[X] then...
That will loop over every item in the array and if it was clicked it will proceed.
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I tried placing an image on the exact same spot as the button but it still looks ugly and not exactly what we're looking for.
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If you're just wanting to stop the idle movement, you can disable fidgeting for that unit.
You can make a unit stand still and move by playing fidget animation right after initiating a move order.
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I believe that is just the art of the SCVS.
I could not find a way to change this Data on the fly.
My suggestion is to make two of the same unit and morph it.
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EDIT: I am sorry, I mean Terrain Texture on a certain portion of Terrain.
I was shown how someone edited creep's texture which would of sufficed for my goal however it can only be done to all creep not just specific portions/creation points.
I am aware how to change the height of terrain with deformers.
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@J_cup: Go
I have done exactly what you are asking here, it is very possible, all you have to do is replace the weapon with an ability (Effect - Instant) and take a look at how the Weapon links and how the ability would link instead of the weapon to the effects added to it.
Copying a weapon from one map to another is the difficult part.
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@progammer: Go
No need to create a region and move it along, just use Last Created Unit function.
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@CEMEHbl4: Go
Yes, my bad.
I took the word validator as its definition rather than realizing the fact there's data validators so I assumed you were discussing triggers.
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@CEMEHbl4: Go
Now I personally have never created a ' hero ' or messed with the whole Item/Experience pickup system.
I assume a hero is just another unit but with special properties (Correct me if I am wrong).
I believe hero is just a category you can throw units into in the data editor.
My suggestion is one of two things, one being every time you create a hero for a player, add it to a special unit group and call it something like, ' Heroes '.
With this you can have it run through each unit in the unit group and see if its for example, at a specific location.
You can also use your Unit Type for this, Unit Type is comparable to everything in UNIT in the data editor, so if I make a unit called CANDYMAN, I can verify if unit type == Candy man. You can make a long list of conditions with OR's such as, ' If unit type == Cleric or If unit type == blade master or unit type == Mage ' which would be the base unit.
0
@Robeezy: Go
Issue Order.