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    posted a message on (Solved) Creating a Unit from a Listbox

    Less memory-efficient, but easier, would be to create a copy of the original array that contains only matching units. Then you can use the same code to populate the list box and respond to selection. Just make the original array two-dimensional and use index 0 for the main list and index 1 for the filtered list (as well as two separate variables to track the number of elements in each list).

    Posted in: Triggers
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    posted a message on Invisible Mouse Cursor Texture

    That one works! Perfect!

    Thank you very much!

    Posted in: Requests
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    posted a message on What can i do to make my hero units walk over or move over soldiers.

    I can't find a unit named "Abomination" in the Void.SC2Campaign dependency. Not sure if you mean Aberration (it's sometimes also called Infested Abomination or Terran Abomination in different places), but it doesn't use the overlap index. I haven't played the LotV campaign.

    Posted in: Data
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    posted a message on What can i do to make my hero units walk over or move over soldiers.

    Neato! I just read the tooltip for that, which is refreshingly concise and informative.

    Quote:

    This value determines what other units it may overlap with while moving. The index can be 0, 1, or 2. 0 means that the unit cannot overlap with other units. A unit set to 1 and another unit set to 2 can overlap with each other. 1 cannot overlap with another 1, and 2 cannot overlap with another 2. If two units are allowed to overlap, then the center points of those units must be X distance away, where X is the smaller of those two units' radii. If the two units cannot overlap, then the center points of those units must be Y distance away, where Y is both of their radii added together.

    The UI actually allows you to set the index to 3 as well. I guess that would mean 3 cannot overlap with 3, but can overlap with 1 and 2.

    I just tried it but I cannot get it to work. Even if I set the Archon to 1 and the Hellion to 2, they still collide, even while moving.

    Are there any examples of units using this in the LotV campaign, Co-op or Nova: Covert Ops?

    Posted in: Data
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    posted a message on What can i do to make my hero units walk over or move over soldiers.

    Change the flags under (Basic) Movement: Collide^ + (look at Colossus or Aberration for examples). As long as two units don't have any matching flags, they won't collide.

    Posted in: Data
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    posted a message on Mounting Weapons / Stationary Unit Ability

    Create a buff behavior that disables move abilities and adds or enables the weapon you want. Then create a new "Behavior" type ability that gives the unit this behavior and enable the "Toggle" flag. Then give the unit this ability.

    Posted in: Data
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    posted a message on What is a "record" ?

    A record is a blueprint for variables that contain other variables. It's similar to arrays, but you can put different types of variables in the record and instead of accessing values by index, you access them by "member" name.

    A record alone does nothing. After you have created a record, you have to create a variable and set its type to "- Record". Then you can use this variable to set/get member values.

    It's a good way to group variables that belong to the same "sub-system" of your map, and reduces clutter in the list of global variables. Instead of having to scroll through every single global variable, you can use records to group lots of variables by topic.

    You can even put records inside other records to create hierarchies.

    Posted in: Triggers
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    posted a message on What part of using the editor do you find the most tedious?

    UI would be so much easier if Blizzard ever finished this feature from the HotS beta.

    rip

    Quote from Baelethal: Go

    There just needs to be a tip when duplicating units that tells you that you need to also duplicate the units actor for it to behave correctly.

    You mean like this?

    http://i.imgur.com/nLXiEtC.png

    I love the cheeky mention of "editor documentation" there.

    Posted in: General Chat
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    posted a message on Invisible Mouse Cursor Texture

    Thanks, Caevrane, but that texture isn't working for me. I see this weird, glitchy artifacting, the same as with the textures I tried to create.

    I tried to use GIMP but it doesn't even have a DDS export option, nor was I able to find a plugin for that.

    Could you please confirm whether the texture works for you, and if not, try adding a single 99% transparent pixel somewhere just in case that might fix it?

    Posted in: Requests
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    posted a message on Dialog item layering

    Theoretically, that wouldn't work because you can only anchor dialogs (not dialog items) to units, and you can't create dialogs inside standard UI.

    It might be possible to use custom status frames but I don't know how that feature works exactly.

    Posted in: Triggers
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    posted a message on Time Tracking Across Multiple Maps

    AFAIK you can use the same bank name in multiple maps and it will be a shared bank, as long as the maps are published by the same account, but I haven't tried this yet.

    Posted in: Triggers
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    posted a message on Unintended Consequences (pt1)
    Quote from BigDonRob: Go

    If anyone knows how to export the One Void unit I'm using, I could remove that dependency, as well.

    1. Open a map with that dependency, find the unit, right-click and copy it, switch documents and paste the unit in the data module.
    2. Do the same for any and all linked abilities, effects, behaviors, etc which you can find in the object explorer of that unit and linked objects. You can see which ones have been modified by that dependency by looking at the "Source" column. If it says "Void.SC2Campaign", you need to copy it. If not, you may still want to copy it if you want to be able to modify that object without affecting existing units that use the same object (or if you've already modified that object in your map and you don't want this to affect the new unit).
    3. Correct all of the IDs and game links for the pasted objects. This is easier said than done.
    4. Export any assets (models, textures, sounds) from the Void Campaign and import them into your map at the same path.

    I recommend copying and pasting one thing at a time for safety.

    If you have trouble with these steps or it sounds like too daunting of a task, I could copy the unit into a new map/mod for you and you should then be able to easily copy everything without having to change any IDs.

    Posted in: General Chat
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    posted a message on TextError: Cannot load fontfile [courbd.ttf]

    Me too. It's a bug that Blizzard has to fix. At least it should only happen the first time you test a map if SC2 wasn't already running.

    Posted in: Data
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    posted a message on Major Dialog Issues

    You cannot use variables in events as you have in "exit menu 2". It will use the initial value of the variable, which is "No Dialog Item" (which the event treats as "Any Dialog Item" because these two preset values have the same underlying integer value, 0), for the rest of the game. If you want to use variables in events, you have to use the "Register Events" action after you've initialized the variables to the values you want (note that you cannot un-register events). Otherwise you'll have to use "Any Dialog Item" in the event and check if the used dialog item is the correct one in the trigger's conditions or actions (this is the simpler, more common approach).

    Just to make this point clear: events do not update when your variables change. They're static and use the values they were given at the time of registration, either at the start of the game or later if you use "Register Events".

    Fix that and then tell us what still doesn't work.

    Posted in: Triggers
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    posted a message on generic object creation error

    You did use "Run Trigger" to run it, right? Because there are no events in the code you pasted.

    Posted in: Triggers
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