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    posted a message on Changing the color of the Command Card buttons

    @SoulFilcher: Go

    Thanks for your reply. I know the Assets.txt and I have already created new entries for my race in there. This works fine in many places, e. g. dialog borders, ressource icons, minimap buttons. Similarly I added new font styles for my race. I also found an SC2Layout file full of color constants in UI/Common and changed them accordingly. Now everything works perfectly well, except for those damn (sorry for the swearword) command card buttons. They remain blue whatever I try ...

    BTW, I think this post belongs to the UI section, not to triggers. Not sure what was in my mind when I put it here ... Sorry for that.

    Posted in: Triggers
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    posted a message on Changing the color of the Command Card buttons

    Hi,

    I am creating a new race in StarCraft II and would like to adapt the UI to it. I managed to change the whole UI appearence except the command card buttons whose color remains protoss blue no matter what I try to change this. Has anyone any idea how to tint those buttons green (or in any other color)?

    Posted in: Triggers
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    posted a message on Triggering Monthly Exercise # 8 - Quest Line

    Hm, when is the next TME starting? Or how long does this one last?

    Every day I think that it doesn't make sense to start a quest system now, as, actually, the TME is over and could be closed the next day. So could you please say something about that? ^^

    Posted in: Triggers
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    posted a message on Dialog List - Scroll

    You could try to save the current selection of the player, add the new entry, add an additional entry, select the last one, remove it and reselect the previously saved entry.

    To change the scroll bar image you have to script your UI through XML files directly, I guess. In "StandardTemplates.SC2Layout" you'll find a list box template. Change its scroll bar. You may ask for further details if you are new to those XML files ;)

    Posted in: Triggers
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    posted a message on Event like "unit stays in region for X seconds"

    One way would be to apply each unit a specific behavior on entering the region, removing it when the unit leaves. The behavior triggers an effect after some time which could then be used as an event for the trigger.

    This would also allow you to display the time left on each unit.

    Posted in: Triggers
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    posted a message on Triggering Monthly Exercise # 8 - Quest Line

    Little question: does "only triggers" include galaxy scripts?

    Posted in: Triggers
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    posted a message on I need to store units in a table with a reference

    Each unit can save up to 64 custom numbers. Just save the unit's "Unit Data" index to its first custom number by calling the action "Set Unit Custom Value" on creation. Then, you can retrieve the index by using the function "Custom Value Of Unit".

    Posted in: Triggers
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    posted a message on [Solved] I have a serious bug with my voting system

    Hi MoDTassadar,

    the problem is in trigger "Race Selection Button Interaction". There is now action which sets the border of the third button to white.

    But instead of trying to fix this, I'd recommend you to clean up your code. As willuwontu said it is kind of messy. I would have given you a suggestion on this but as willuwontu will also do it, just wait for his.

    Posted in: Triggers
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    posted a message on How to get string path of image from variable.

    You mean how to get the path of icon of the in "Hero Active Skill" saved ability?

    Unfortunately, that's not trivial. Basically, you can get the icon using the "Catalog Field Value Get" function. Many abilities have several different commands (for instance "Build" abilities), each having a seperate icon. Those icons are not saved directly in the ability, but in a button. Depending on the type of the ability, you will find that button in the "Ability: Commands+" or "Ability: Info+" property. Use this link in the call of "Catalog Field Value Get". Then save the result as a button and call "Catalog Field Value Get" again, this time using the button and the link "UI: Icon", to get the button's icon.

    Posted in: Triggers
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    posted a message on Monthly(ish) Triggering Exercise- Beta Key Editon

    @zeldarules28: Go

    Oh lol, I just forgot to attach both mod and map. Thanks for telling me. ^^

    Posted in: Triggers
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    posted a message on Monthly(ish) Triggering Exercise- Beta Key Editon

    Not sure whether this fits into the category "awsome thing", as there are many similar mods out there, but ... anyways ... here's my mod Orion:

    Orion is an extensive mod providing great support for creating RPGs, Shooters or anything similar (e. g. a car race). I think the main difference to usual RPG mods is its flexibility: The user of the mod (i. e. the mapper) may configure almost everything. For instance, they can completely change the controls (they can even create own controls), the camera behavior, the UI (Orion provides a predefined RPG UI), and so on. The mod also includes a quest system with quest log (unfortunately I used SC2Layout files for this one ;) ).

    Orion isn't finished yet and I haven't worked on it for some month now (due to little free time). I already presented it in a German forum, including a German tutorial. The trigger stuff is completely based on Galaxy, but I implemented a (hopefully) easy-to-use GUI support. If you want to use the mod, just PM me. It is public on EU servers and should be public in the US too (not sure about that).

    I attached the mod and a sample map to this post. The map needs the mod to work, so if you want to test it, do the following: First download the mod file and save it to "<Starcraft II Directory>/Mods/orion.SC2Mod". Then download the map and enjoy ;)

    The following video shows some features of the mod. It is outdated however, as today Orion offers many more things!

    Embed Removed: https://www.youtube.com/v/6lXv50Oeu3o?fs=1

    Edit: Mod and Map are now attached.

    Posted in: Triggers
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    posted a message on HELP - TPS Tutorial

    As there are other TPS/FPS/RPG engines around, I will advertise mine a bit: ^^

    I think the major advantage of my mod compared to those posted above is that it has many many different options to configure it. So by using the mod, you are very flexible (e. g. controls can be changed completely, you can even create new controls). Additionaly my mod offers a huge amount of features (with more to come in the future), including a predefined RPG UI (similar to WoW), which, of course, can be adapted to your wishes as well as every other feature.

    The biggest problem about my mod is that it needs some time (and explanation) to fully understand how it works, although it has an extensive GUI support. As I wrote in my PM, I would explain the major functions of the mod to you. Currently there is only a German presentation and tutorial of my mod. An English one will follow, but since I have little free time at the moment this may take some time....

    Posted in: Triggers
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    posted a message on HELP - TPS Tutorial

    Hey admielke,

    I answered your PM recently. You can use my FPS mod for your map, it would simplify many basic things in development. As said in the PM, the mod should be online on US servers (called "Orion"). If not, please tell me so I may send it to you.

    Posted in: Triggers
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    posted a message on First Person Shooter?

    Hi, I am currently developing a mod which provides an easy way to create RPG and shooter maps. It is called Orion and it is public on EU Battle.Net. If you are interested in using the mod, just PM me and I will send it to you.

    Posted in: Trigger Libraries & Scripts
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    posted a message on Martinolssons TPS engine machinegun type of shooting

    Hi DeepCover187,

    I think the issue is that for periodic events there is no triggering player (obviously ;) ). The function "Triggering Player" will then return something like 0 (or, even worse, something negative). So your local variable "Player" won't have a valid value and "Traceline(Player)" doesn't work. To fix this, just set "Player" to 1 or use a loop.

    By the way, I am currently working on the TPS and RPG engine Orion, which is a Mod and provides you with many useful functions and mechanics. As the mod is still in progress, I have not yet created an English presentation (just a German one), but if you are interested in this, just take a look at the map "Orion Sample" or write me a PM.

    Hope I could help,
    Sanktoras

    Posted in: Triggers
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