I hate this dilapidated site, but I guess at this point starting a new site from scratch would be too time-consuming for anyone to do in their free time.
There are several different ways to accomplish this.
The simplest method which would work based on your description would be a single trigger with a "Periodic Event" and a condition to check if the elapsed mission time is greater than one minute. (example: Income)
However, this isn't very flexible and only works if the initial delay is a multiple of the periodic delay.
A more advanced solution would be a trigger with a while-loop that can be controlled via other triggers. The while-loop generates income and waits 30 seconds for every iteration, checking if a certain boolean variable is true. Other triggers can set this variable to false in order to stop the loop (or kill the trigger directly). The loop can be started via the "Run Trigger" action. (example: Start Income, Generate Income)
However, you have to check that only one instance of the trigger is ever running at one time, and it's also somewhat inflexible and could get messy.
A better solution would be to use a timer. You can pause, resume and restart income generation by modifying the timer. This comes with the added benefit that you can easily display a countdown on the players' screens. (example: Start Income, Generate Income)
For the on-screen notification you could do a lot of things. I personally think it would look good if you flashed a little label with the text "+10" next to the player's mineral/gas bank in the top-right corner of the screen whenever you give them resources. I created a little example of what I mean and I included the code for it in the example map I attached to this post.
Could you be more specific, please? When I test in fullscreen I have an aspect ratio of 16:10 (1,920x1,200) and when I test in windowed mode I have an aspect ratio of 4:3 (1,024x790). In neither mode do I notice a difference in my dialog item positioning when I use this action versus when I don't.
I've tried setting it on buttons, on panels, both on buttons and on panels and on standard dialog items and in every case their offsets are corrected for aspect ratio (the actual design coordinates differ from the ones set on the dialog item in fullscreen). The action seems to be doing nothing.
"Set Dialog Item to Use Aspect Uncorrection" - does this action actually do anything or am I using it wrong?
I could not find any information about it on SC2Mapster or Google.
The hint text says:
By default, the offset X and offset Y values of a dialog item's position will be corrected for the aspect ratio of the window showing the game. This function is to prevent that conversion from happening. It's useful for cases where you want to feed in design coordinates and not have them aspect corrected.
I don't think you understand the problem. I know how to play a specific animation when a unit morphs. The problem is that I can either only play the animation once (then the unit plays the Stand animation even though it's walking) or forever (even when the unit stops).
Try it yourself with the test map I attached to this post. All I did was make the Viking's two morph abilities transient (unchecked the "Wait Until Stopped" flag and checked the "Transient" flag). I also changed the Mover of the Viking's assault mode mode to Fly because otherwise the morph won't be transient (it stops moving). I didn't even touch the actors.
I did some further investigation and discovered that when the morphed unit stops moving for the first time, there's no "Unit Movement Update" event, which seems like a bug to me. I hope there's a workaround.
I see there are several Swarm Host units in the data module if you have the Swarm (Campaign) dependency. Are you sure that when you're testing your map you're using the same Swarm Host you're changing in the data module?
If you're creating the Swarm Host from larva, then you have to make sure that the Larva's "Morph Unit" ability is using that unit. You also have to make sure that the correct button is appearing on the Larva's command card. If there are multiple buttons assigned to the same command card slot, only one will be available.
To change which units the Larva can morph into, find the Larva in the Units catalog, select the "Larva - Morph Unit (Larva -> Basic)" or one of the other two Morph abilities in the object explorer, and edit the field "(Basic) Ability: Info^ +". To change which buttons are available on the Larva's command card, select the Larva unit and edit the field "(Basic) Ability: Command Card +". Only the top-most button will be available on the command card (unless it's hidden by Requirements).
If you're creating the Swarm Host via the "makeunit" cheat, you have to use the correct ID (not case-sensitive). E.g. "makeunit SwarmHostMP", or "makeunit SwarmHostBurrowedMP", or "makeunit SwarmHost 5".
I meant "check out", not "check the box". Those two things are what are probably causing the discrepancies you're seeing. Try disabling the "Automatically Add Multiplayer Data" option and you should get what you expect.
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This is a bad solution as it'll clear the chat display for all players.
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Yes, you can use "Hookup Dialog Item" for that.
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It works. Where do you get this info from?
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Yes, I saw a player who was silenced a few weeks ago.
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I hate this dilapidated site, but I guess at this point starting a new site from scratch would be too time-consuming for anyone to do in their free time.
0
There are several different ways to accomplish this.
The simplest method which would work based on your description would be a single trigger with a "Periodic Event" and a condition to check if the elapsed mission time is greater than one minute. (example: Income)
However, this isn't very flexible and only works if the initial delay is a multiple of the periodic delay.
A more advanced solution would be a trigger with a while-loop that can be controlled via other triggers. The while-loop generates income and waits 30 seconds for every iteration, checking if a certain boolean variable is true. Other triggers can set this variable to false in order to stop the loop (or kill the trigger directly). The loop can be started via the "Run Trigger" action. (example: Start Income, Generate Income)
However, you have to check that only one instance of the trigger is ever running at one time, and it's also somewhat inflexible and could get messy.
A better solution would be to use a timer. You can pause, resume and restart income generation by modifying the timer. This comes with the added benefit that you can easily display a countdown on the players' screens. (example: Start Income, Generate Income)
For the on-screen notification you could do a lot of things. I personally think it would look good if you flashed a little label with the text "+10" next to the player's mineral/gas bank in the top-right corner of the screen whenever you give them resources. I created a little example of what I mean and I included the code for it in the example map I attached to this post.
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I created a 64x64 cursor texture, imported it into my map and tried to use it as "Texture (64x64)" for the Arrow_Terr cursor.
It doesn't work and just shows me the blue Battle.net cursor.
Am I using this wrong or is this yet another half-implemented feature that Blizzard has left in the editor for us to yearn for?
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Is this option enabled?
Map -> Map Options -> Publishing Options -> Melee/Custom Map -> Automatically Add Multiplayer Data
If so, try disabling it.
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Are you able to correct the pathing?
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Could you be more specific, please? When I test in fullscreen I have an aspect ratio of 16:10 (1,920x1,200) and when I test in windowed mode I have an aspect ratio of 4:3 (1,024x790). In neither mode do I notice a difference in my dialog item positioning when I use this action versus when I don't.
I've tried setting it on buttons, on panels, both on buttons and on panels and on standard dialog items and in every case their offsets are corrected for aspect ratio (the actual design coordinates differ from the ones set on the dialog item in fullscreen). The action seems to be doing nothing.
0
"Set Dialog Item to Use Aspect Uncorrection" - does this action actually do anything or am I using it wrong?
I could not find any information about it on SC2Mapster or Google.
The hint text says:
0
Thanks for replying.
I don't think you understand the problem. I know how to play a specific animation when a unit morphs. The problem is that I can either only play the animation once (then the unit plays the Stand animation even though it's walking) or forever (even when the unit stops).
Try it yourself with the test map I attached to this post. All I did was make the Viking's two morph abilities transient (unchecked the "Wait Until Stopped" flag and checked the "Transient" flag). I also changed the Mover of the Viking's assault mode mode to Fly because otherwise the morph won't be transient (it stops moving). I didn't even touch the actors.
I did some further investigation and discovered that when the morphed unit stops moving for the first time, there's no "Unit Movement Update" event, which seems like a bug to me. I hope there's a workaround.
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This can be changed through Actors.
The first event there is:
Event: Behavior.Rescued.On
Term: ValidateUnit IsNotFlyingAndNotBrutalisk
Message: Create
You could add a term like "ValidateUnitType IsProtossUnit" or remove the event entirely.
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I see there are several Swarm Host units in the data module if you have the Swarm (Campaign) dependency. Are you sure that when you're testing your map you're using the same Swarm Host you're changing in the data module?
If you're creating the Swarm Host from larva, then you have to make sure that the Larva's "Morph Unit" ability is using that unit. You also have to make sure that the correct button is appearing on the Larva's command card. If there are multiple buttons assigned to the same command card slot, only one will be available.
To change which units the Larva can morph into, find the Larva in the Units catalog, select the "Larva - Morph Unit (Larva -> Basic)" or one of the other two Morph abilities in the object explorer, and edit the field "(Basic) Ability: Info^ +". To change which buttons are available on the Larva's command card, select the Larva unit and edit the field "(Basic) Ability: Command Card +". Only the top-most button will be available on the command card (unless it's hidden by Requirements).
If you're creating the Swarm Host via the "makeunit" cheat, you have to use the correct ID (not case-sensitive). E.g. "makeunit SwarmHostMP", or "makeunit SwarmHostBurrowedMP", or "makeunit SwarmHost 5".
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I meant "check out", not "check the box". Those two things are what are probably causing the discrepancies you're seeing. Try disabling the "Automatically Add Multiplayer Data" option and you should get what you expect.