go to data editor go to alerts and find the alert for when ur base is underattack or when ally or unit is under attack there will be multiple ones and in primary action uncheck all. Might be better to just uncheck all for all the alerts if u want.
edit: you can also uncheck display to self and other in the display tab
1. How do I turn off the little sounds when you use an ability in the command. When u use it with a hotkey or click the button it does this small sound. How do i remove it?
Also other small questions:
2. Setting Left click or right click as a hotkey in the data, NOT TRIGGER EVENTS!
3. Totally removing the selection radius. already have set the model radius to 0 but there is still a green dot.
4. There a way to lower the radius of a unit so that when searching an area with triggers or data it can be smaller chance of being detected?
5. How to change a unit's attribute thur data, like armored to light etc..
That tutorial's FPS/TPS systems sucks miles behind my current one. his is trigger based while mine is data based and more cleaner and multiplayer friendly.
No where in that tutorial do I see anything about unit facing.
This maybe more data related but its most likely inforced in triggers so here it goes.
I'm working on a FPS/TPS, so I need the unit to be facing the angle of the camera's yaw at all times, moving or shooting. But problem comes when if I use a combinations of unchecking the turnable flag in the data and have a looping trigger that makes the unit face the camera's yaw every .1 sec over 0 secs the unit looks like it is having a seizure. Only when I put the trigger every .1 sec over (some number that is not 0) then it is smooth but when ever I move the unit its doesn't face the camera during that movement. Is there some other way around this.
@DrHu: Go
.
that trigger works only for a dialog item which a dialog background isn't. This method is how the image keeps repeating and I don't see a way to turn it off. Even is I do get it workn I still dunno how to make it multiply option i dont' see the triggers anywhere.
When I set the dialog image as the width and height of the dialog it doesn't change into the fullscreen size instead uses the orginal size of the dialog. This is when I try another method.
I'm having trouble applying a fullscreen image. I have a transparant image of a sniper scope and what the image to show when ever the player aims but it must be in fullscreen option not set in a set number size due to ppl having different resolutions. I have tried creating a dialog and setting that dialog's background to the image then set the dialog to fullscreen but it creates mutiitple images of the same scope not just one single scope. My scope's image size that is imported is 1024 x 1024.
I've also tried to use display screen image then setting that to fullscreen but it doesn't change. I've tried creating a dialog image placing that to a dialog and setting the dialog to fullscreen then have another trigger that sets the dialog image's height and width to match the dialog but it doesn't change either.
another idea would be to export the minimap image and import it back in as a dds file and use should be able to scale it unless u want the camera box and units to appear. This would be a nonfunctionally minimap just an image of a minimap
0
@HatsuneMikuMegurine: Go
go to data editor go to alerts and find the alert for when ur base is underattack or when ally or unit is under attack there will be multiple ones and in primary action uncheck all. Might be better to just uncheck all for all the alerts if u want.
edit: you can also uncheck display to self and other in the display tab
0
1. How do I turn off the little sounds when you use an ability in the command. When u use it with a hotkey or click the button it does this small sound. How do i remove it?
Also other small questions:
2. Setting Left click or right click as a hotkey in the data, NOT TRIGGER EVENTS!
3. Totally removing the selection radius. already have set the model radius to 0 but there is still a green dot.
4. There a way to lower the radius of a unit so that when searching an area with triggers or data it can be smaller chance of being detected?
5. How to change a unit's attribute thur data, like armored to light etc..
thanks
0
@iE4TM4PS: Go
Total and utterly FAIL!!
That tutorial's FPS/TPS systems sucks miles behind my current one. his is trigger based while mine is data based and more cleaner and multiplayer friendly.
No where in that tutorial do I see anything about unit facing.
0
This maybe more data related but its most likely inforced in triggers so here it goes.
I'm working on a FPS/TPS, so I need the unit to be facing the angle of the camera's yaw at all times, moving or shooting. But problem comes when if I use a combinations of unchecking the turnable flag in the data and have a looping trigger that makes the unit face the camera's yaw every .1 sec over 0 secs the unit looks like it is having a seizure. Only when I put the trigger every .1 sec over (some number that is not 0) then it is smooth but when ever I move the unit its doesn't face the camera during that movement. Is there some other way around this.
0
@gamfvr: Go
Solved
Dialog - Set (Last created dialog item) size to parent layout true for (All players)
0
@DrHu: Go . that trigger works only for a dialog item which a dialog background isn't. This method is how the image keeps repeating and I don't see a way to turn it off. Even is I do get it workn I still dunno how to make it multiply option i dont' see the triggers anywhere.
When I set the dialog image as the width and height of the dialog it doesn't change into the fullscreen size instead uses the orginal size of the dialog. This is when I try another method.
0
@RedFromWinter: Go
already started an FPS engine been working on it for a good 4 months if u want we can team up i also have an animator
0
I'm having trouble applying a fullscreen image. I have a transparant image of a sniper scope and what the image to show when ever the player aims but it must be in fullscreen option not set in a set number size due to ppl having different resolutions. I have tried creating a dialog and setting that dialog's background to the image then set the dialog to fullscreen but it creates mutiitple images of the same scope not just one single scope. My scope's image size that is imported is 1024 x 1024.
I've also tried to use display screen image then setting that to fullscreen but it doesn't change. I've tried creating a dialog image placing that to a dialog and setting the dialog to fullscreen then have another trigger that sets the dialog image's height and width to match the dialog but it doesn't change either.
0
@Draconis3216: Go
i could help guide you if you have any questions thats if you have skype/vent
but i won't touch ur map =P
0
@JeffQ: Go
do u mean ur scv can build some terran buildings and build some protoss buildings??
if so you go to data editor > units > abilities
add for example pylon as an ability
then go to command card set a button > ability command > choose pylon as the ability
and your done
rinse repeat
0
@Sneakervek: Go
This is just theory but couldn't you replace the minimap.tga file with a much bigger image file?? this is just a thought.
0
@Sneakervek: Go
another idea would be to export the minimap image and import it back in as a dds file and use should be able to scale it unless u want the camera box and units to appear. This would be a nonfunctionally minimap just an image of a minimap
0
@Sneakervek: Go
i see, then it must be data related, ill look around
there are no buttons involed with my set up, all it will show is the minimap and only the minimap
0
@Sneakervek: Go
Create Dialog with UI Part with parameters
Options: Action
Return Type: (None)
Parameters
Dialog = (Last created dialog) <Dialog>
UI Part = Minimap <UI Parts>
X = 0 <Integer>
Y = 0 <Integer>
Width = 0 <Integer>
Height = 0 <Integer>
Grammar Text: Create Dialog with UI Part with parameters: X, Y, Width, Height
Hint Text: (None)
Custom Script Code
Local Variables
Actions
Dialog - Create a Image for dialog Dialog using the template (String(UI Part))
Dialog - Move (Last created dialog item) to (X, Y) relative to Top Left of dialog for (All players)
Dialog - Set (Last created dialog item) size to (Width, Height) for (All players)
--------UI Parts
Value Type: Custom Script (String)
Values
Minimap (String is "MinimapPanel/MinimapPanelTemplate")
---------Minimap
Events
Game - Map initialization
Local Variables
Command = No Dialog <Dialog>
Minimap = No Dialog <Dialog>
Conditions
Actions
Dialog - Create a Modal dialog of size (349, 335) at (0, 0) relative to Bottom Left of screen
Variable - Set Minimap = (Last created dialog)
Create Minimap with Minimap with parameters: 0, 0, 400, 400
Dialog - Hide the background image of (Last created dialog)
Dialog - Show (Last created dialog) for (All players)
---------So basically u have a Function, a script function, and a trigger.
Create another trigger and hide the orginal minimap. So you basically make your own minimap and you can scale it with the 3rd trigger above.
Cheers
0
@HatsuneMikuMegurine: Go
Event- Any Unit uses ability (PickUp)
(You can also use a Key Pressed Event if your map picks up items with key strokes or the key that the ability is binded to.)
Condition - If item inventory count = (Total number of Slots in inventory)
Effect - (2 ways either use a sound link error or text message or both)
play sound link (link) for triggering player
Send Text message (error) to triggering player
Cheers