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    posted a message on [Solved] Upgrade Complete Icon

    Edit: found it!

    For those who need to do the same, just go under the button tab in the Data Editor, search for the ability/upgrade's button, and modify the first field (Alert Icon). You can usually copy/paste from the Icon field below that.

    Hope that helps someone!

    Posted in: Data
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    posted a message on [Solved] Upgrade Complete Icon

    Hey guys,

    this may be a dumb question, but I wasn't able to find a way to change the thumbnail next to the "upgrade complete" alerts after researching something. Most of my upgrades are custom and show no icon in the alert, which looks like I didn't spend any time working on the map.

    Anyone knows how to alter that thing?

    Posted in: Data
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    posted a message on [Solved] Tech reactor morphing

    Figured it out! Thanks DrSuperEvil!

    Posted in: Data
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    posted a message on [Solved] Tech reactor morphing

    Starting to get it. I got the first part pretty much done: when I research the Tech Reactors, all the labs and reactors morph into functional tech reactors (although the tech reactor model doesn't replace the add-ons, but i'm sure that's a minor fix I'll find soon).

    So I made a second requirement called "Tech Reactors Not Unlocked" but i'm not sure how to proceed from here. In this req's requirement + section, i added Show - Not - Count upgrade Unlock Tech Reactors" (which is the name of the upgrade that makes the Tech Reactors happen.

    From there, should I go modify the abilities of the Barracks, Starport and Factory so that the add-ons are hidden? Sorry if i'm slow, this stuff is confusing and i appreciate your help a lot.

    Posted in: Data
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    posted a message on [Solved] Tech reactor morphing

    Thanks for your answer DrSuperEvil.

    I've been trying to do what you said for a couple hours but I'm getting lost in the Data Editor between Upgrades, Abilities, Requirements and how to tie all that together. Noob here ^^

    The DE actually has a "Morph to Tech Reactor (For preplaced buildings)" ability which I've tried to use, but I'm thinking I'll have to do this through triggers right? When the upgrade is complete, add all the player's Tech Labs and Reactors to a unit group and then morph them? I've actually written a trigger that replaces the existing labs/reactors with tech reactors, which works well (as in it allows advanced units to be build 2 at a time) but I'm guessing morphing them like you said might be the best way to do it.

    Anyway, if you could spare some time to break it down a little more for me, I'd super appreciate it :)

    Posted in: Data
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    posted a message on [Solved] Tech reactor morphing

    Hi folks,

    I'm trying to mess with the data editor to morph tech labs and reactors (of both barracks, starport and factory) into tech reactors. The idea is that the player can build both, as in a normal melee game, but I added a building which lets players upgrade various stuff. I'd like to create an upgrade in that building called "Unlock tech reactors" that would do two things:

    1. replace all the player's existing tech labs and reactors to working tech reactors

    2. disable the options of building tech labs and reactors, and replace them buy a "build tech reactor" button/ability.

    Any pointers?

    EDIT: I managed to replace the existing tech labs and reactors and feel very accomplished \o/ Hiding/showing the add-ons builds though, that's still shady.

    Posted in: Data
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    posted a message on [Texture] How to change resource icon

    Using 1.36, i've followed all those steps, but only the resource icon in the tooltips (of abilities, upgrades, etc.) changes, not the one in the top right. I'm using the custom resource, and i've succesfully changed its name, tooltip and now i'm trying to get the icons right (see screenshot below).

    Brilliant ideas anyone ? And yes, my custom resource is beer :D

    Edit: Fixed! The thing is, I had my Assets.txt say "UI/ResourceIconNoBackground3=Assets\Textures\..." Then I looked at TwoDie's stuff and Blizzard actually left out the "r" in "Background", meaning that the correct way to write it is: UI/ResourceIconNoBackgound3=Assets\Textures\...

    Can't believe we have to do all that to change a freaking icon though.

    Posted in: Tutorials
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    posted a message on [Video & Text] Versus TD Tutorial

    Again, awesome stuff man.

    On a side note, how would you go about generating a bunch of waves with different unit types in them? Say I wanted to create 20 waves composed of different amounts of 5 different unit types (ie: wave 1: 15 zerglings, 5 hydras, 2 roaches, 2 mutas, 1 ultra. Wave 2: 20 zerglings, 10 hydras, 5 roaches, 4 mutas, 2 ultras. And so on)

    I've tried various approaches, but it seems like i'll be forced to create a huge amount of data without being able to use loops. Any way to populate an array like so: "Wave 1 (int array) = [15] [5] [2] [2] [1]" instead of having to set each index manually?

    Trying to avoid a bunch of grunt work :)

    Posted in: Tutorials
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    posted a message on help with spawn building

    Just expanding on what Terhonator said: you can give a custom value to the first building built (ie. "Unit - Set (Last created unit) custom value 0 to 5", with 5 being the custom value). Then, by using a trigger that runs every time a unit dies, add a condition that if the unit's custom value 0 == 5, then proceed to spawn the second building. And so on !

    Posted in: Triggers
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