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    posted a message on Cinematic mode hides adjusted UI panel permanently

    you can also have it go to/come out of cinematic mode over 0.0 seconds (instead of "Default" seconds) and that may fix your forever hidden UI

    Posted in: Triggers
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    posted a message on Trigger Event - Item Ability Used

    as an FYI in case someone else comes across this problem, it was solved by changing up the trigger event. I was using "Unit Uses Ability", but technically, the Item is using the ability, so you need to use the event "Unit manipulates inventory" and then in the conditions, check the type of item manipulated.

    HTH

    Posted in: Triggers
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    posted a message on Effect - Instant (pulling parameters)

    Actually got it working just by making it an "Effect - Instant" and then making the affect a "Apply Behavior" type, and then in the Field "Unit - Unit +" set the Value to Caster.

    (P.S. Anyone know what that Effect field is for in the Unit - Unit + " field? Just a curiousity)

    Posted in: Data
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    posted a message on Request: A Stripped Down Lurker Spine

    @DrSuperEvil: Go

    I must be real bad at this game, cause I can't seem to find it. I do have the campaign dependency in (not the Campaign Story one though).

    So to see if it was there, I made a new doc with all four dependencies, and still can't find this Model. Could you maybe post a screenshot of where you see it?

    Posted in: Artist Tavern
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    posted a message on Request: A Stripped Down Lurker Spine

    @DrSuperEvil: Go

    Hmmmm, I can't seem to find such a model? I searched for "sunken" in both models and actors and am not finding anything

    @BorgDragon: Go

    Yea it's currently using only variation 00 to get what we need. However, we're having a line of spikes all come up subsequentially (like 1 comes up, while it's halfway up, the other comes up, etc. down the line of 7 or so). The model's height is also adjusted to make all the spikes bigger (i.e. more out of the ground). It thus causes wacky behavior around cliffs (since each spike that appears in our ability is really the start of a line of spikes, the rest of those lines appear when using the ability aroudn a cliff)

    Posted in: Artist Tavern
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    posted a message on Request: A Stripped Down Lurker Spine

    right, well each attack animation uses a different spine (thus how you control which spine goes up and down). The problem is my buddy rigged up all our effects and actors thinking that the model was a single spine (we're talking an ability that's using 12 effects, 3 behaviors, and 3 actors), so I thought it would be easier to just swap the model for a single spine with it's animation (my basic knowledge in Maya made me think it'd be easy. I may totally be wrong) than re-do it all using all the spines. (and that may not be possible, anyways, as our ability is bringing up multiple spines at the same time)

    thanks

    Posted in: Artist Tavern
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    posted a message on Request: A Stripped Down Lurker Spine

    Hello!

    I have a simple request (at least, i think it is!). I was wondering if any modelers here could create for me a Model that's exactly like the Lurker Attack Spine (which is 7 or so different spikes in a line, with many attack animation variants. Each of those variants raises a different spine), except cutting out all but the first spike.

    Basically I'd like that first lurker spike and it's Animation. Is this pretty simple to do/could someone do it? (it's a pretty handy model, just has so much baggage with the other spines)

    Thanks

    Posted in: Artist Tavern
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    posted a message on Effect - Instant (pulling parameters)

    So I've got an ability (an Item Ability) that I want to instantly apply an effect to the caster unit. I.e., when I click this Item Ability, my casting unit immediately gets a Buff that lasts for a period of time.

    However, I don't know how to get the "caster" using Effects. (I could think of a simple way to do it in triggers, but on another topic, Triggers currently aren't firing for my Item Abilities for some unknown reason).

    I could 'hack' it by doing a Search Area on an area that is 0.1 small at the origin, and have that SA apply the effect to the unit, but is there a way to 'cleanly' get the Buff on the Unit? (I am afraid of random bugs if the unit uses it while another unit is directly on top of it, and they both get the buff)

    Thanks

    Posted in: Data
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    posted a message on Trigger Event - Item Ability Used

    Hey All,

    I have a trigger set to fire when any unit uses an Ability.

    The Ability is one that is an Item Ability. (I.e., the trigger fires when the unit uses that item)

    However, it is not firing at all when I use those abilities. I checked the trigger by changing it to fire when a unit uses a unit ability I have, which would then cause the trigger to fire.

    Anyone else had problems hooking up triggers to Item Abilities?

    Thanks

    Posted in: Triggers
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    posted a message on Force hotkeys to show on abilities?

    Bumping this for great justice, as I would greatly like this in my map!

    Posted in: Miscellaneous Development
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    posted a message on Item Inventory Hotkeys

    Hey,

    So I've got a basic inventory (a la Aiur Chef) which is just three basic slots. The hotkeys for items I put in there are NumPad 1-3, and I was wondering how I go about changing those

    Thanks

    Posted in: Data
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    posted a message on How do you Update an Imported sc2layout file

    @SouLCarveRR: Go

    to me, it's hacky because the editor doesn't just grab the most recent version of the file, but is making a copy that I can't edit when it imports. I'm just nit-picky though.

    Posted in: UI Development
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    posted a message on How do you Update an Imported sc2layout file

    lol is that really the best way? Seems super hacky, but is definitely more efficient than what I was doing.

    thanks

    Posted in: UI Development
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    posted a message on How do you Update an Imported sc2layout file

    This is probably a really simple question, but...

    I've started messing around with a SC2Layout file, I imported it, and got it all hooked up in the data module. Hooray.

    However, when I go to change the SC2Layout file, I do not know how to easily make the SC2 Editor grab the updated version. The Import manager does not seem to show a simple way to do this. Surely there is another way than to save it as a different name, import the new file, and hook up to the new one?

    Thanks

    Posted in: UI Development
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    posted a message on Making a Berserker Buff

    Hey all,

    I'm trying to make a Behavior that gives a buff to attack speed correlating to % health missing.

    I.e., for every 1% of HP missing, the unit gains 1% attack speed. at half health, the unit is attacking 50% faster

    anyone know how to do that in Data?

    Posted in: Data
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