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    posted a message on [Solved] Get unit UI: Hero icon?

    I'm creating a hero selection thing and i want to create a dialog item image based on a unit types UI: Hero icon. The unit type is set in parameters so it can vary depending on input.

    But lets keep it very basic. How do i load a image variable based on a unit type? Should only be one action but i just cant find the path for it... please help me out here :)

    The path to the icon can be found in the unit actor. "Unit icon" work just as well.

    Never mind, i'm just to good at this :D haha, solved it. Uploading picture with solution.

    Posted in: Triggers
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    posted a message on [Solved] Restore crashed map?

    Oh my holy fucking good :D It did exist!

    Thank you so much. I have been working on it for so long, best code i have written ever, did feel very down when it happend.

    Posted in: Miscellaneous Development
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    posted a message on [Solved] Restore crashed map?

    My computer suddenly crashed and when i started up the map then it would not load. I tried to open it up in notepad and it was blank, the size is however at 1mb so its not "empty". Any way of restoring it somehow?

    I have no extra saved backups.

    Posted in: Miscellaneous Development
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    posted a message on Need detailed info about footprints

    I often find my self very frustrated when handling footprints so i thought i should try and grab some info from the rest of you guys.

    Is there any good information about footprints? For example does all the tags mean like Countur, Creep, Doodad, No Build, Drop off and so on? What is so specific about these footprints and how to make them my self?

    Why does some footprint snap in editor while some don't?

    "Pathing" can be fully edited but in "Placement apply" and "Placement check" you can only remove the squares, is there some special trick to this?

    What is the difference between "Shape" and "Layers"? Dubbleclicking on them open up the same option window.

    If you have info about anything regarding footprints then please write it down.

    Posted in: Data
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    posted a message on Unload ONE unit from Bunker

    I would try to pick each unit in the cargo and validate if that unit is the same unit in your variable and then unload that unit.

    Posted in: Triggers
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    posted a message on Is there a way to get the mouse (world) position...

    Well he has to move the mouse at least one single time when starting up the map. When that is done the unit always follow his mouse, unless the screen moves without the using the mouse.... flawed i guess but closer then that is hard to come :) Anyway who play Starcraft without using the mouse ?!?!?! :D

    Posted in: Triggers
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    posted a message on [Solved] Get map width/height?

    Ahhh yes ofc!

    Thanks.

    Posted in: Triggers
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    posted a message on Creating a divine shield-like ability?

    Take a good look at the immortal shield. In short, its an behavior that reduced damage while the immortal has a shield.

    To be honest, I'm not sure if its possible to take damage without loosing stats (shield/eng/life). The best way i can figure would be to reduce the damage taken to 1 and then with a behavior "combat response" heal the unit with 1 hp every time damage is taken. Try setting the "modify fraction" to 0 in Combat: Damage response in a behavior. Not sure if it reduce the damage to 0 or just 1, if it does it to 0 then there you have it :D

    You can then just make an ability that apply the behavior to the unit. I recommend adding a cool actor to make the divine shield visible, maybe some kind of bubble and tint it light-orange :)

    Posted in: Data
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    posted a message on Is there a way to get the mouse (world) position...

    You could move a invisible dummy unit to position of mouse whenever you move it and then just check where the unit is when mouse stand still.

    Posted in: Triggers
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    posted a message on [Solved] Get map width/height?

    Is there a way to get map width? I'm trying to validate if a point is within the map limits, i can just do it by plain numbers but i want to "get map width" in case i change size of map.

    Posted in: Triggers
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    posted a message on [Video Tutorial] Banks

    Yes i have looked at others, one two tutorial was very basic and simple and did not have many complicated elements at all.

    Posted in: Tutorials
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    posted a message on [Video Tutorial] Banks

    This tutorial is ONLY for experienced users of the map editor. He talks about allot of things that has NOTHING to do with the bank and will make new players to the map editor go crazy. He could just make this with simple variables and triggers but he over complicate it by 1000%.

    Posted in: Tutorials
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    posted a message on [Solved] Why can my hero unit see higher?

    I found the problem witch is not a problem i have created my self but i did manage to solve anyways.

    I had the mask set to black mask

    I had a computer with shared vision

    The main "bug" is that the computer can NOT detect anything longer then cliffs giving that cut off vision i want. So all areas discovered by the computer is just like i want it but my units detect further. Why it is like this i do not know.

    However i found out that another "black mask" option existed, "black mask reduced radius", this option made player controlled units so they don't see further then the cliff, just a tiny bit above it but that should be fine :)

    Posted in: Data
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    posted a message on [Solved] Why can my hero unit see higher?

    it is checked :/

    Posted in: Data
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    posted a message on [Solved] Why can my hero unit see higher?

    As you can see in the pictures, it set to 0, just like other units are.

    Posted in: Data
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