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    posted a message on Override Ability cost on Unit

    Is there a way to override the set ability cost on a specific Unit? For example, in case of Train abilities, there is an option to override the specified unit cost in the ability itself, and I was wondering if there was such a thing in case of overriding ability cost.

    Basically I have multiple units using the same ability, and I would like just to make the cost different. Is there no other solution but to make different abilities?

    Posted in: Data
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    posted a message on Hide veterancy progress bar but keep the level

    I have a veterancy behavior, and since the level is determined by the other game conditions rather than by slowly accumulating Experience points, I see no point in keeping the level progress bar (it's also quite bulky). If I switch on the Flag: Hidden it does however hide the level as well. Is there a way to keep the level as a small subtitle and get rid of the progress bar?

    Using the Unit subtitle field, for example, would do the trick. However, while being able to modify the Unit name through Veterancy data, I cannot seem to be able to do the same with the subtitle. I am aware I can do this via triggers, but I'd rather avoid it and have a data approach if that's possible.

    Posted in: Data
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    posted a message on Customizing the buttons on the command cards?

    @MasterWrath: Go

    Wow, thanks a lot for the pointer! I didn't know about those. Once I hook them up, what would the next step be to edit them?

    What I want to do basically is this: I have an ability which is mainly trigger-based, and I would like to change a number overlay over the ability button as some variable set in the triggers increases.

    Posted in: UI Development
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    posted a message on Missile Impact and Launch, Sound and Models

    I ended up going for a completely different approach, as nothing was working (for the main question). Also the sound thing didn't work so well, I tried also using SetSoundOffset but to no avail. Any idea of what it does?

    Thanks for the reply, by the way.

    Posted in: Data
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    posted a message on Missile Impact and Launch, Sound and Models

    I spent last night banging my head over this, and I couldn't find a solution.

    Main Question: I have a missile with a custom mover. When create Sound or Model Actors with Effect.MissileLauncher.Impact, the sound plays way before impact.

    Side question: Regarding the Launch, since my mover does a sort of slow starting parable, I would like to delay the sound for the launch for a second or so, is that possible?

    Posted in: Data
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    posted a message on Customizing the buttons on the command cards?

    I would like to customize the button on command cards and add dynamic strings of text as overlays, in the same way as the associated Hotkeys or the number of charges appear on top of the buttons. Is such a thing even possible?

    Posted in: UI Development
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    posted a message on [Solved] Black tiles under a bridge

    Thanks. That's what I did. I hoped there would be a better solution.

    On a side note, they are giving me a lot of headaches. Sometimes, while working on something completely different the bridges disappear and either have to be repositioned in order to appear again, or they are substituted by a cliff. That's very odd, and annoying. It also happens more often during an UNDO action (unrelated to the bridge). Ever heard of such a glitch?

    P.S. Great achievement :)

    Posted in: Terrain
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    posted a message on [Solved] Black tiles under a bridge

    Hello!

    Bridges are giving me a few headaches; in particular, there is this one I cannot figure out: when I use a bridge, under them I will have black tiles instead of the terrain that it's actually there. I added them using Terrain Objects, if that's important.

    Screenshot

    (Also I really don't understand how the Smoke Bridge is supposed to work.

    Posted in: Terrain
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    posted a message on Display resources spent or gained (like Bunker Salvage)

    Wait to Spend flag is enabled by default, and unfortunately doesn't do what I hoped it would. Instead, according to Blizzard's sparse documentation, it:

    Quote:

    configure whether orders wait until a cooldown or charge becomes available before they create their effect.

    As for the main question, is it a known issue that the Display Cost doesn't work with Terrazine and Custom? Or am I doing something wrong?

    Posted in: Data
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    posted a message on [Text Editor] Change error message for "not enough terrazine"

    I know this question is old, but it doesn't have an answer, and I stumbled upon it by Googling the problem. Since I figured out the solution, I guess I'll share it anyways:

    You can directly modify the text file, inside your components directory /enUS.SC2Data/LocalizedData/GameStrings.txt (change your locale code accordingly). You can then add this entry at the bottom:

    e_cmdNotEnoughTerrazine=Your message goes here

    Posted in: Miscellaneous Development
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    posted a message on Display resources spent or gained (like Bunker Salvage)

    Sorry for double posting: I think I found what you are referring to. It is #Cost - Cost Display# field: it was actually that one field that I had found by accident, and that my intuition would say would do the trick.

    However, the reason why I was not receiving any result, is because it looks like this doesn't work with Terrazine and Custom Resource. Can anybody confirm that this is the case?

    Slightly related question: is there a way to defer the payment of the cost of a certain ability until a specific phase (Approach/Channel/Cast etc.) or the cost is payed always at the beginning?

    Posted in: Data
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    posted a message on Display resources spent or gained (like Bunker Salvage)
    Quote from Necromoni: Go

    There are built in text tags in the "Cost" field of abilities, ofcourse self made text tags might look better.

    I cannot seem to find those. I can find Activity, Target message and the such, but cannot find those text tags. Where should I look for them?

    Posted in: Data
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    posted a message on Display resources spent or gained (like Bunker Salvage)

    Thanks a bunch!

    One more question: if I have many different abilities which would trigger this text (but each ability has a different cost to display), do I have to make a different text actor for each ability?

    I know I can do things like <d ref="Abil,abilityId,Cost[0].Resource[Minerals]"/> to get the exact amount dinamically and avoid hardcoding it, but can I also not hardcode the abilityId and make it dinamically be the ability which triggered that specific instance of Actor Creation?

    Posted in: Data
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    posted a message on Display resources spent or gained (like Bunker Salvage)

    Simple question: when you salvage a Bunker, or when you cancel a building, it displays the resource refound over the unit; the same happens when you collect random resources in the campaign. I remember activating this once (of course when I actually didn't need it), but, for the love of God, I looked everywhere and I can't remember where is it.

    Any pointers?

    Posted in: Data
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    posted a message on Warp Train with charges

    I'm trying to give individual charges to individual units out of the Warp Gate. For example, out of one Warp Gate, you would be able to warp two zealots, or one stalker.

    There is a convenient Info - Charge - Count (Max/Start/Use) in the ability data. Let's say I set Charge (Max/Start) on Zealot to 2, Charge (Use) to 1, and then Charge - Time Use to, let's say 15 seconds (let's say I want one charge to regenerate every 15 seconds up to two charges).

    What happens here is that it works as intended, except for two important details:

    1. The number of charges doesn't correctly show in the UI (it always shows 1).
    2. More importantly, I cannot use it in combo with cooldown.

    If I keep the cooldown on the ability, you will see this happen: the button goes grayish with the clock as of normal cooldown, and you would actually be able to see the number of real charges in the ability, and also you can see them accumulating. When cooldown is over, it shows again 1.

    Basically, what I would like, is for Cooldown to kick in when the charges are over.

    So, let's say, you could warp one zealot, nothing happens (charges show 2 -> 1); then you warp another zealot, entire warpgate goes on cooldown. Or, you can warp one zealot, same as above; you can then warp a stalker, warpgate goes on cooldown. And so on. I wonder if I made sense.

    Posted in: Data
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