• 0

    posted a message on Heroes of the Storm
    Quote from ShadowDancer93: Go

    How it's done, O_o.

    Blizzard added an animations file to the models. They edited every map for that. (Blizz really needs to add a hotfix mod that is referenced by every map.)

        <CModel id="HeroRaynor">
            <RequiredAnims value="Assets\Effects\Storm_FX_DKHF_Helmet\Storm_FX_DKHF_Helmet.m3a"/>
        </CModel>
    
    Posted in: Heroes of the Storm
  • 0

    posted a message on LotV beta client is downloadable now
    Quote from Forge_User_04585675: Go

    Quote:

    Actually it is downloaded through the bnet launcher, (PTR and beta are 2 seperate options for it)

    No it is not. Have some evidence.

    Betas and PTRs will appear in that list if you are eligible for them. The WC3 asset PTR was in that list up until some time last week (when they migrated to LotV beta). The Diablo III RoS PTR is in the appropriate Diablo III list.

    Quote from AlexO6: Go

    HOW TO DOWNLOAD IT: http://www.teamliquid.net/forum/starcraft-2/480857-lotv-closed-beta-announced-to-start-on-march-31?page=45#899

    Read the last paragraph of the linked post. That works and now a lot of people have the client installed already and are playing vs the AI via HotS maps via an edited dependency entry linking to LotV's mods.

    Posted in: General Chat
  • 0

    posted a message on Replacing Race UI

    You are creating model frames within the existing frames.

    You have this which will open the "CommandPanelModel" frame.

        <Frame type="Model" name="GameUI/UIContainer/ConsolePanel/CommandPanelModel" file="GameUI">
    

    But then you are doing this:

    <Frame type="Model" name="CommandPanelModel">
    

    This creates a new frame named CommandPanelModel. That's not what you want to do, I guess. You want to edit the existing frame's properties instead.

    Thus, you remove

    <Frame type="Model" name="CommandPanelModel">
    

    and its closing tag.

    TLDR: you used "CommandPanelModel", etc, twice and thus create new ones instead of editing the original ones.

    Posted in: UI Development
  • 0

    posted a message on Adding a custom frame around minimap
        <Texture val="Assets/Textures/ui_battlenet_challenge_frame_achievement.dds"/>
        <TextureType val="HorizontalBorder"/>
    

    File references can use the exact path, too. "@" will cause it to be used as an ID in Assets.txt and "@@" will add a viewer's race's suffix to the UI like "_Terr" for Terran.

    Posted in: UI Development
  • 0

    posted a message on LotV beta client is downloadable now
    Quote from Renee2islga: Go

    The only question:

    Editor, yes or no?

    I've read no, but it's SC2, so we have an older map editor to create a basic map and a MPQ editor to add the LotV dependency to the map. That's what the people posting the information did, too.

    Posted in: General Chat
  • 0

    posted a message on [Solved][Trigger][UI] Changing the image of Dialogue buttons?

    Set dialog item image: defines the button's texture.
    Set dialog item hover image: defines the button's mouse-over texture.

    The button alters between two sets of textures within one texture image when the button is pressed and held down.
    To make the image fit, you might need to alter the image type of the button. I'm guessing now, but it looks like "horizontal border". The action for that is "Set dialog item image type".

    Posted in: Triggers
  • 0

    posted a message on Make Unit Fly in a Wave Path
    Quote from Photoloss: Go

    actually forcing the unit itself to move in a wavy pattern will be fairly difficult (especially since you probably don't want it moving left and right when it's stationary)

    With a speed validator, you can disable whatever you want to use to make it fly non-straight (and with triggers, you could check the behavior that uses the validator).

    Posted in: Data
  • 0

    posted a message on SCRTGW: New patch Desyncronized audio on in-game cinematics
    Quote from Zarxiel93: Go

    in the remake we used the original cinematic of SC1 with ogg and ogv, but NOW is all desyncronized.

    Do these problems occur in editor tests?

    I'm playing a video on a texture in my diablo map and it runs properly as before (I've only tested in editor tests). So, I have no desynchronization issue. I've only tested 1 video, but it plays for 108 seconds, so it should be long enough.

    The model I use: SMMarSaraBarBriefingSet2
    The actor my unit uses: SMMarSaraBarBriefingSet2
    the unit I use: SMMarSaraBarBriefingSet2
    I don't modify anything in the actor, model nor unit except hiding status bar and setting some flags to make the unit unable to interact with anything in the game. The model is unchanged.

    To start the video, I execute:

                    Actor - Play movie texture videoDiabIntro on unit actor of (Last created unit)
                    Actor - Send actor message "TextureVideoPlay video 18 Synced" to main actor of unit (Last created unit)
    

    My video texture (data module entry) uses the slot "video" and links to the file.

    I'm using 1 video per player as there was a problem when 1 player stops the video, it stopped for all players. I don't know if the patch "fixed" that. (In case someone finds out that 1 file for all works fine now, let me know.)

    My sound (data module entry) is the following:

        <CSound id="videoDiabIntro">
            <AssetArray File="video\diabIntro.ogg" Volume="6.000000,6.000000" FacialGroup=""/>
            <Flags index="Download" value="0"/>
            <Flags index="Stream" value="1"/>
            <Category value="Movie"/>
        </CSound>
    

    I hope you all can find out what you are doing differently.

    Posted in: General Chat
  • 0

    posted a message on SCRTGW: New patch Desyncronized audio on in-game cinematics

    Can you specify what you mean with ingame cinematic? Cutscene? Video on texture?

    Posted in: General Chat
  • 0

    posted a message on Funky's Editor Wishlist
    Quote from Forge_User_24313475: Go

    @Ahli634: Go

    Speaking of heroes/SC2 3.0, is the "Shields based on max life" ability in Heroes also trigger-made, or?

    The storm shield seems to be what you are referring to. Surprisingly, it seems to work differently than you would assume.

        <CBehaviorBuff id="TalentBucketStormShield">
            <Alignment value="Positive"/>
            <InfoIcon value="Assets\Textures\storm_temp_btn-tips-terran-psishield.dds"/>
            <EditorCategories value="AbilityorEffectType:Units"/>
            <BuffFlags index="UpdateDurationWhileDisabled" value="1"/>
            <Duration value="3"/>
            <DamageResponse Chance="1" ModifyFraction="0">
                <ModifyLimitVitalMaxFractionArray index="Life" value="0.2"/>
                <ModifyScoreArray Validator="TargetIsHero" Value="Healing"/>
            </DamageResponse>
        </CBehaviorBuff>
    

    The storm shield adds this buff to the units. The damage seems to be entirely removed (fraction=0) up to a total amount of 20% of the heroes' max life value (ModifyLimitVitalMaxFractionArray).
    The UI seems to integrate this buff into the displayed vitality value (life + shields + this?).

    Since it's an array, we can assume that this will be possible for life and energy, too.

    But this is a bit off-topic in this thread, I believe.

    Posted in: General Chat
  • 0

    posted a message on Funky's Editor Wishlist
    Quote from Forge_User_04585675: Go

    Quote:

    - Behavior field that modifies duration of certain category behaviors (ie stun resistance)

    Possible a SC2 3.0 feature. Heroes of the Storm does this somehow.

    In Heroes of the Storm, the crowd control reduction is done via a trigger altering the duration of the behavior when it is added. Then events for behavior additions already exist in SC2. If I remember it correctly, they used new behavior flags to mark behaviors for these purposes (slow/stun).

    But, in theory, you could do that in SC2 checking the value of all slow/stun fields, too.

    Alternatively, you could use the damage response fields as IDs to store special information, e.g. chance of 0 and some other value in the damage response = 1 could mean that you define it as a slow. A 2 could be a stun, etc. Your trigger would need. Remember that the data editor allows you to add a hierarchy, so you can create new base classes for slows/stuns, so you wouldn't need to alter these values all the time.

    Quote from FunkyUserName: Go

    @Forge_User_04585675: Go

    in my map observers cannot observe because they dont see world tooltips. they shall not interact in anyway that would influence the game

    Can you try to use a default-observed player (Map -> Players -> bottom left dropdown) and override the value for the player at the start of the map?

    That settings makes observers see the game through the player ID. This allows you to show actors / trigger-created text tags / etc, only to observers. They still won't be able to interact, but you will have a way to present information only to the observers.
    But this will make the alliance colors (button next to minimap) act differently from the colors of a normal observer, unless the observer spectates a player.

    Quote from FunkyUserName: Go

    @Forge_User_04585675: Go

    if you create dialogs with triggers they are always rendered above the GUI, no way to make them disappear under the i.e. bottom console (i.e progress bars attached to units)

    You hook up a frame from the UI and then you create a panel within it. Set the panel's render priority below 512 to make it appear below the elements of the hooked-up frame.
    Then you create your dialog's content within the panel instead of the trigger.

    To have dialog contents attached to units, you can add a custom status frame to the unit and hook a panel/frame within it.

    Posted in: General Chat
  • 0

    posted a message on Just a helpful FYI. ;)

    I did something like that. It's on the arcade and public.

    Embed Removed: https://www.youtube.com/v/l5--ENpzLsI?fs=1
    Posted in: General Chat
  • 0

    posted a message on Where is the error in this simple action?
    (Units in (Playable map area) having alliance Enemy with player '_evil attackers' matching Excluded: Missile, Dead, Hidden, with at most Any Amount)))
    
    (What's wrong with the [quote] tags?) Save that into a local variable with the unit type "unit group" before the loop is executed and use the variable within the loop. Right now you are executing that for each ordered unit and it is a fairly costly operation. It can cause lags with many units on the map and many evil units.
    Posted in: Triggers
  • 0

    posted a message on Where is the error in this simple action?

    "Picked Unit" refers to the loop-action starting with "Pick each unit". That loop iterates over all units.

    "Order all units" does not give you any reference to the unit, so you cannot fix your line by using something else as that parameter.

    Use a loop over the unit group that you want to order ("Pick each unit in unit group") and use the order action for a single unit ("Issue order to unit").

    Also, you wouldn't want to grab all units of player 6 for each unit you are going to order. You should grab them once before the loop and store them in a unit group variable.

    Posted in: Triggers
  • 0

    posted a message on (Solved) Arm Magazine units released upon owner death?

    The effect chain looks like this:

    Buff behavior -> damage response (chance: 1, fatal: true) -> handled effect: iterate magazine (which unit: caster) -> effect external: release magazine (which unit: target)

    If you struggle with that, you can check my "BW Carrier Micro Mod" on battle.net where I've modified the Carrier to act more like a Carrier from SC 1.

    Posted in: Data
  • To post a comment, please or register a new account.