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    posted a message on Player colors as RGB

    These values seem outdated. Here's an update:

    255,255,255 00 White
    180,020,030 01 Red
    000,066,255 02 Blue
    028,167,234 03 Teal
    051,026,200 04 Purple
    235,225,041 05 Yellow
    254,138,014 06 Orange
    022,128,000 07 Green
    208,166,252 08 Light Pink
    031,001,201 09 Violet
    082,084,148 10 Light Grey
    016,098,070 11 Dark Green
    078,072,004 12 Brown
    150,255,145 13 Light Green
    035,035,035 14 Dark Grey
    229,091,176 15 Pink

    Posted in: Art Assets
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    posted a message on Changing the Hotkey Label of an InventoryButton (SC2Layout)

    My problemis to change the label of the button slot as seen in this screenshot: http://puu.sh/2svwo/6c35e03afc The hotkey I've set in SC2Layout works, but Numpad 1 which is the default Inventory hotkey client side, overrides my set hotkey. How can I change this label (I'm guessing there's a well hidden list of attributes I can assign to my button)?

    Thanks for all and any help!

    Quote from kappyd23s: Go

    @Renee2islga: Go

    Edit 2: Figured out how to set hotkeys for inventory items. It turns out the new UI area of the editor does not allow you to modify the gamestrings.txt and gamehotkeys.txt file. For anyone else interested, you need to use an MPQ editor and open up your <map name>.SC2Map file. Then browse to <map name>.SC2Map/enUS.SC2Data/LocalizedData and edit the GameHotkeys.txt file. Remember to exit the SC2 editor and game first so that you can edit the files.

    For example, I added the following lines to GameHotkeys.txt:

    UI/Hotkey/C00B01=1 UI/Hotkey/C00B02=2 UI/Hotkey/C00B03=3 UI/Hotkey/C00B04=4 UI/Hotkey/C00B05=5 UI/Hotkey/C00B06=6 UI/Hotkey/C00B07=7 UI/Hotkey/C00B08=8 UI/Hotkey/C00B09=9

    The above lines specify hotkey aliases that I can now use in my custom UI files.

    So now that I've saved the updated GameHotkeys.txt file, I re-open the editor, go to the UI section, find the button that I want to add the hotkey for (in this example I had first created an override file to change the UI layout of inventory container buttons), and add the appropriate <Shortcut> tag line:

    <Frame type="CommandButton" name="Slot01"> <Anchor side="Left" relative="$parent" pos="Min" offset="0"/> <Shortcut val="@UI/Hotkey/C00B01"/> <Width val="120"/> <Height val="120"/> </Frame>

    This sets the first inventory slot to have '1' as its hotkey (as specified in the GameHotkeys.txt file)

    In response to kappyd23s from thread http://www.sc2mapster.com/forums/general/general-chat/40030-1-5-ui-stuff-demo-1-control-built-in-ui-stuff-with/ (Wasn't sure if I was to necro the thread or not)

    The shortcut attribute is very useful, you don't actually need a UI reference to set a hotkey, just set it directly in the shortcut value: <Shortcut val="V"/>

    Posted in: UI Development
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]
    Quote from Mugen245: Go

    @Eaglesight: Go

    Dialog with Dialog items you say ?

    Dude, This is plainly UI Text Message / by the way you designed yours. Its Dialog with Dialog Items

    Mine is like an inGame engine partition

    The design was making an Interval with Integer + during execution then Display the Integer afterwards , Here's the sample.

    Yes, the screenshot you linked (http://s9.postimg.org/9uyybwwct/Screen_6.jpg) did not contain any UI override, only dialog items. I answered the question you asked someone else.

    I don't know what an "inGame engine partition" is.

    I understand that my trigger is not exactly what you have shown, mine was more of a demonstration how to use Timers for this instead of an integer- aswell as letting users know what all the actions mean and do.

    Posted in: Tutorials
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    posted a message on Hero Revival Timer and Spawn with Unit Limit[Integer Based]
    Quote from Mugen245: Go

    @xxxDisturbedxxx: Go

    This "Itself" is a tutorial, Still not finished yet tho. Have patience.

    Btw is this a UI Override result ? Cool map btw.

    http://s9.postimage.org/fvwn8ziz1/Screen_6.jpg

    No, that is a dialog with dialog items..

    • Why not make the complete tutorial first and then post it?
    • Why not use a Timer?
    • Why not explain what the different steps do? It's hardly a tutorial if you don't.
    • Why not use expressions for your Text output?
    Any Heroic Unit Dies by Eaglesight @ sc2mapster
        Events
            Unit - Any Unit dies
        Local Variables
            ------- The current ResurrectFormula makes revived units resurrect after [Dying Unit Max Life] seconds. It's not a very balanced formula, so change it up!
            RessurectTimeFormula = (Integer((Value of Units (Unit type of (Triggering unit)) LifeMax for player Any Player))) <Integer>
        Conditions
            ------- Only execute the trigger if the unit is of type Heroic
            ((Unit type of (Triggering unit)) has Heroic attribute) == True
        Actions
            ------- We revive the hero right as it dies, because otherwise unit fades from memory.
            Unit - Revive (Triggering unit)
            ------- Move the unit to where you want it to resurrect, I have randomly made it resurrect at the Start Location (set with Regions in Terrain module), you probably want to use something else.
            Unit - Move (Triggering unit) instantly to (Start location of player (Triggering player)) (No Blend)
            ------- Hide the unit so it can't be attacked
            Unit - Hide (Triggering unit)
            ------- Pause the unit so it can't attack
            Unit - Pause (Triggering unit)
            ------- Display a message when the unit dies: "[Owner of Unit]'s [Name of Unit] has died." for all players.
            UI - Display {(Text (Name of player (Triggering player)) with color (Color((Current player (Triggering player) color))))'s (Name of (Unit type of (Triggering unit))) has fallen.} for (All players) to Subtitle area
            ------- Display a message how long time the unit is dead: "Time to revive: [ResurrectTimeFormula] seconds." only for the triggering player.
            UI - Display {Time to revive: (Text(RessurectTimeFormula)) seconds.} for (Player group((Triggering player))) to Subtitle area
            ------- Start a new Timer for the time that the unit is dead. Tip: You can make a really cool timer window for this!
            Timer - Start (New timer) as a One Shot timer that will expire in RessurectTimeFormula Game Time seconds
            ------- Make the Trigger wait until the above timer elapses.
            General - Wait for (Last started timer) to have 0.0 seconds Remaining
            ------- Display a message that the unit has revived: "[Owner of Unit]'s [Name of Unit] has resurrected!" for all players.
            UI - Display {(Text (Name of player (Triggering player)) with color (Color((Current player (Triggering player) color))))'s hero (Name of (Unit type of (Triggering unit))) has resurrected!} for (All players) to Subtitle area
            ------- Unpause and show the unit again so the player can use it.
            Unit - Unpause (Triggering unit)
            Unit - Show (Triggering unit)
            ------- Cure the resurrected unit to full health/energy/shields, because for some reason this is not done by the Revive action definition.
            Unit - Set (Triggering unit) Life (Percent) to 100.0
            Unit - Set (Triggering unit) Energy (Percent) to 100.0
            Unit - Set (Triggering unit) Shields (Percent) to 100.0
    
    Posted in: Tutorials
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    posted a message on Are you a true sc2mapster? Find out here!
    Quote from Molsterr: Go

    @Eaglesight: Go

    This hurt my head... big time. Javascript is a slow, and a high percent of users have it turned off.. Actionscript will always be around, and be far more advanced than javascript.. no matter what noob steve jobs says. Javascript is limited to html and a few other programs that have modified it for their needs.

    Last time I checked you cant make phone applications and Desktop applications with javascript. (unless you count things such as unity... but then its not truely javascript anymore) Actionscript is stronger than ever, not even close to dead.

    According to this website, only 0.4% to "2.4% of users had JS turned off. The first test they ran was with about 13,500 users, which is admittedly small for the interwebs, but it's still quite a large amount of people. This data is from 2009" Taken from http:stackoverflow.com/questions/121108/how-many-people-disable-javascript

    I wouldn't call that high, and I was solely speaking about the best way to make this poll instead of coding it up in an exe. You can't deny that it's better to make such a thing with javascript than Java or Actionscript.

    Posted in: General Chat
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    posted a message on Are you a true sc2mapster? Find out here!
    Quote from zeldarules28: Go

    @zeldarules28: Go

    Heh..... Umm. Little bug there. It's giving everybody a score of master. Oops. I fixed the bug, and attached the fixed version to the original post. I hereby void all of your scores. Re-do it :D

    @Eaglesight: Go

    Well... It's not a virus. I don't know flash, so I can't make it in-browser. So I coded it as an exe. We're not stealing your information or your privacy, your just downloading a file. The only difference is that it takes an extra minute to download instead of doing it online.

    No need to create it in an advanced and dying language like actionscript, javascript will do: http:eedev.bounceme.net/sc2poll/

    The novice rank is bugged, I got 8 but still recieved Noob.

    Posted in: General Chat
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    posted a message on Are you a true sc2mapster? Find out here!

    This way of making a quiz makes me wonder if I'm on a website or in an office meeting o_O No harm intended, I'm sure you can see why I'm sceptical to downloading executables when you can save your privacy by doing it online.

    Posted in: General Chat
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    posted a message on "Multiple PM" bug

    2 hours later of having the bug, I no longer have it.

    Posted in: General Chat
  • 0

    posted a message on "Multiple PM" bug

    I got the bug too

    Posted in: General Chat
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    posted a message on Blizzard Comment About Talented Mappers
    Quote from SouLCarveRR: Go

    @RodrigoAlves: Go

    None of your maps are fun IMHO.

    Sorry to hear you guys dont enjoy those maps they listed. They are good for time killing and easy to get games.

    Honestly I give the guy who makes Nexus Wars props... hes gotta deal with all you discouraging s....

    I think what you aren't catching up on this thread is that Blizzard is giving all the credits to maps who got lucky, while the actual good maps are left in the shadows simply because they are not found due to the stupid popularity system by Blizzard. Did you really take a good look at Nexus Wars? It has zero enviroment detail, minimal UI appearance and extremely poor balance. Why do people like it? Because it's easy, and like you said "easy to get games", should that really be a reason for the game to be liked? In Warcraft 3 all games were easy to get games with.

    Posted in: General Chat
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]
    Quote from DevilishMonkey: Go

    Jup searched for every word from the Map .. i just can find the buggy 1.0 with the paravaluethinigs

    mybe i just need to relax x)

    Hi there! You are probably doing an invalid search, try just searching for "formation". The first version uploaded on EU is spelled with a c in defence, while the offical version 2 is spelled with an s in defense.

    http:localhostr.com/files/JD2bq5G/capture.png

    Posted in: Project Workplace
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    posted a message on Debates by RodrigoAlves

    This map is now hosted on EU servers, make sure you join the Debates channel so we can get some games going!

    Posted in: Map Review
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    posted a message on The Map Testers List

    Because it is no longer a sticky, I assume people are no longer needing a list like this. This thread can be ignored.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Co-op Campaign]Shadow of the Xel'Naga

    Just tested it and it was very well done, flawless and interesting. Only thing I missed was some voices, hope you get some voiceovers on there! I definitely recommend this to everyone!

    Posted in: Project Workplace
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    posted a message on [Co-op Campaign]Shadow of the Xel'Naga

    Looks like an awesome map. I can help you testing.

    Posted in: Project Workplace
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