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    posted a message on Problem modifying vitals' labels

    Oh, what a bad typo in my post... it is inside UnitPanel of course. Here is the real copy-pasted part of markup with additional comment

    <Frame type="InfoPanel" name="InfoPanel">
      <Anchor side="Top" relative="$parent" pos="Max" offset="-280"/>
      <Anchor side="Left" relative="$parent" pos="Max" offset="-550"/>
      <Anchor side="Right" relative="$parent" pos="Max" offset="-100"/>
      <Anchor side="Bottom" relative="$parent" pos="Max" offset="0"/>
    
      <Frame type="Frame" name="UnitPanel">
        <Anchor side="Top" relative="$parent" pos="Min" offset="0"/>
        <Anchor side="Left" relative="$parent" pos="Min" offset="0"/>
        <Anchor side="Right" relative="$parent" pos="Max" offset="-70"/>
        <Anchor side="Bottom" relative="$this" pos="Max" offset="0"/>
    
        <Frame type="BehaviorBar" name="BehaviorBar">
          <Anchor side="Top" relative="$parent" pos="Min" offset="45"/>
          <Anchor side="Left" relative="$parent" pos="Max" offset="-280"/>
          <Anchor side="Right" relative="$this" pos="Max" offset="0"/>
        </Frame>
        
        <Frame type="UnitWireframe" name="UnitWireframe">
          <!-- <Visible val="false"/> hides wireframe properly when not commented -->
        </Frame>
      
        <Frame type="Label" name="LifeLabel">
          <Anchor side="Top" relative="$parent" pos="Max" offset="500"/>
        </Frame>
    
        <Frame type="Label" name="EnergyLabel">
          <Anchor side="Top" relative="$parent/UnitWireframe" pos="Max" offset="0"/>
        </Frame>
      </Frame>
    </Frame>
    

    This is why i still can't see the solution.

    Posted in: UI Development
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    posted a message on Problem modifying vitals' labels

    Hello. I'm trying to hide (by moving away from screen) LifeLabel and change EnergyLabel's relative anchor. Nothing works. I have a bunch of other properties in file, InfoPanel frame works great (i successfully modified other children nodes). Trying to change random values and see what happens for a few hours. What did i wrong?

    <Frame type="InfoPanel" name="InfoPanel">
    (...)
    <Frame type="Label" name="LifeLabel">
                <Anchor side="Top" relative="$parent" pos="Max" offset="500"/>
              </Frame>
    
              <Frame type="Label" name="EnergyLabel">
                <Anchor side="Top" relative="$parent/UnitWireframe" pos="Max" offset="0"/>
              </Frame>
    </Frame>
    

    // Edit: this code has a typo, see post #3

    here is a screen of this setup in action. Unit have energy, but label overflowed and thus is not visible. It should be on LifeLabel's place. broken UI

    Posted in: UI Development
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    posted a message on Life/Energy/Shield Lables Move

    But how did you solved that?

    Posted in: UI Development
  • 0

    posted a message on [Solved] Validate if caster is not following target

    Thank you very much :) It is exactly what i needed.

    Posted in: Data
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    posted a message on [Solved] Validate if caster is not following target

    Hey. I'm trying to create ability for a baneling, to blow up on every unit, but the followed one (by issued order Move). I have no idea how to create a validator to check this (or how to do it without validators). How to do it right?

    Posted in: Data
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    posted a message on Gemini Project - Galaxy Editor dll Injector

    Save injection is a part of standard extension (GeHack.dll). It is a dll and some lua code to inject and communicate with this dll. The rest isn't completed yet, but the new (async client-server IPC) communication api draft is available from repository (ipsmes.h). I have no time to work on that now... I stuck on implementing communication layer (ipsmes.cpp), because i never used WinApi pipes before. Usage of overlapped pipe IO for multiple client - server model is just a Pain in the Ass... If anybody knows how to do it (i hope api is clear enough to say how it should work), i will appreciate helping me and the rest of community. After that, i will start implementing the rest of base functionality (menu extensions etc.). SBeier gave me an idea for automatic extension version check and update, it will be very useful and possible to implement inside Gemini, but extensions needs to be more strictly defined. I think about a .lua with listed methods (onEvent(e), doInit() etc.) and variables (version?), because it can be easily executed (simple dofile(...) or directly from c++).

    Summarizing: everything is a draft or even idea now...

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SuPa_Link: Go

    there is a possibility and even and even we are tried to do that. Check out Gemini project. It is still alive, but i have very limited time now. So don't expect miracles, school is my prior now. You can always help ;) github awaits :P

    Posted in: Third Party Tools
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    posted a message on Formulating an idea (non-sc2 game)

    "I want to create and sell a game, but don't know how"... guys! Try messing around opengl, it is a must-be for all new games, topdown 2d shooters too. How do you want to sell it? It is very hard, you must know how to do any marketing. Game should be playable, not necessarily complicated. Simpler idea is often simpler development, which implies better quality. UDK is relatively easy If you don't have any reason to pick something other, it should be good (and it is free while you don't want too much money for each copy). Anything is possible, but even great ideas need great motivation (look at pseudoform, cool project, but seems to be dead... ) and skill. Last is the easiest to achieve. Think twice and never give up.

    Posted in: Off-Topic
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    posted a message on Zombie brood - another SC2 customization

    Isn't it illegal?

    Posted in: Off-Topic
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    posted a message on Galaxy++ editor

    I can't even save my map with some random Japanese characters. GE unicode support seems to be buggy :( When i opened map named "坦克.SC2Map", i have "??.SC2Map" on title bar, while using original editor.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    If you have trouble while trying to refactor your code, just post it on github. Virtually you should do it before refactoring just in case of errors, but there will be a possibility to review your code and post some proposals or help you directly.

    Posted in: Third Party Tools
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    posted a message on Randomized Map Generator

    I see you don't know about this :)

    Posted in: Map Suggestions/Requests
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    posted a message on Galaxy++ editor

    You don't even have to open MPQs if you will make your editor an addon to Gemini :) I'm creating communication api now. You can leave it as is, only provide additional "compile and add on map save" functionality.

    Posted in: Third Party Tools
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    posted a message on Reasons for leaving SC2 mapping

    I am a self learned programmer, and i am a web developer now. Sometimes i fiddle with some new technologies (you can see small part of my work here), but this is still good to stay with sc2. You can do fast prototyping without worrying about graphic or networking bugs. It is simple, it is fast, and it is fun. What you need more? If you can create good game here, you may port it to standalone application or web app. You should take a look on lower level too. Creating game binaries is little harder, but you twice the fun, and it has a lot more possibilities (you can do a LOT more thing, actually anything that your hardware can do). Imagine file-system based game :D you don't even need any graphical engine :P For more serious games try Ogre3D and similar libraries.

    So, for sum it up, you shouldn't just quit modding community because of more "serious" work than editor, as long as it is fun for you. Do both, double your profit :P

    Posted in: General Chat
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    posted a message on Whats next? Ideaaaaaaas?

    I like the idea of B&W remake, but it will be probably hard as hell to do something like that. Player bound propagation, manipulating trees, tossing :P Fortunately there is a simple way to cast a ray from cursor to terrain ;) So remaking "hand of hod" would be only tricky, not impossible :) Look at "From Dust". Terrain manipulation can be done in StarCraft II (don't know about performance), but we have only one heightmap, so trying to remake water needs very clever workaround (and i know nothing about possibilities of that :P).

    Posted in: General Chat
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