• 0

    posted a message on [Solved] Effect when low on health

    validator of kind unit vitals?

    Posted in: Data
  • 0

    posted a message on [Solved] Show an image for a specific player

    Show/hide dialog item for player group.

    Posted in: Triggers
  • 0

    posted a message on (Solved) Creating a Unit from a Listbox

    ok, fully working version

    Posted in: Triggers
  • 0

    posted a message on (Solved) Creating a Unit from a Listbox

    i have to go now, here is something to work with. might update later

    Posted in: Triggers
  • 0

    posted a message on (Solved) Creating a Unit from a Listbox

    well, you also have to save the names as string in an array.
    so filtering is basically delete all items from the list and repopulate it with items which contain the entered string. but now you have to rematch the index of dialog item to the right index of unit type. therefore you need another array of ints which save the index of the original entry.
    example:
    lets say you have 10 units, your filter selects unit 3 and 8. your int array MatchInt[1] = 3, MatchInt[2] = 8;

    Posted in: Triggers
  • 0

    posted a message on (Solved) Creating a Unit from a Listbox

    there is a function to return the selected index of a listbox for player. you now have two choices, either you create a variable array of type unit type. for example: var units[1] = Marine; add list item "Marine" to dialog item.
    on button use you create unit of type units[selected index of dialog item]
    other way would be to use user data tables and match index with index of dialog item.
    the counter is a variable of type integer, also an array for each player.

    Posted in: Triggers
  • 0

    posted a message on Dialog item layering

    not that i know of. tried to set render type / priority to any value and it didnt work.
    whati havent tried is so hook up the menu and then overwrite rendering values, tell me if that will work out :D

    Posted in: Triggers
  • 0

    posted a message on I recently discover the maximun dependencies is 31! Do not try to bypass this limit!! Be aware!

    you can also add dependencies to dependencies instead of adding all to the map

    Posted in: Triggers
  • 0

    posted a message on How do you feel about SC2 map creators being paid?

    as always i fully agree with ducky. crowdfunding (for mods) only works with alot of attention and a critical mass of players.
    carbots is a good example, they gained the attention at a time where still ppl were around, if they will ever deliver a finished mod? i doubt that due to the amount of data editor work needed to finally deliver.
    and i think that's a problem of crowdfunding in general, they underestimate (or set it low to reach the goal) the amount of work and therefore money needed to get something done.
    it's sad that blizzard lacks vision for the arcade, it could have been so much more. *random ranting about blizzard, you can pick any post in "general section"*

    Posted in: General Chat
  • 0

    posted a message on Wait action causes trigger to lose "triggering unit" information

    if you have consumable items and you are using "any unit uses item" on the last charge not even a wait is required to loose reference to the triggering item. triggering unit is just a variable that is set on certain occasions and therefore overwritten whenever one of these occasions happens (in this case the unit got removed from the game and cannot be referenced anymore)

    Posted in: Triggers
  • 0

    posted a message on What part of using the editor do you find the most tedious?
    Quote from TyaArcade: Go

    My vote goes to actors too. It's embarrassing how much extra work they require compared to wc3, while providing little real advantage. Sure, there's a lot of cool stuff you can do with actors. It isn't worth the added complexity or development time in my opinion, though.

    Runner up prize goes to weapons, which I think have no real purpose. Weapon attributes could've happily just been made part of the units tab, since some weapon effects are inherent to unit animations anyway (like backswing and damage point), and I can't think of a single reason why weapons have their own tab.

    cant agree here, i would even want more tabs. give use "unit filter" tabs blizzard!! setting up the same unit filter for weapons, abilities, search effects is shit. and changing them afterwards is even more.

    trigger dialogs and UI are the most time consuming things you can do. change offset, test document, see where it is, change again, see where it is now, etc (f12 + ctrl + alt is not really a help or very handy to use).

    once again tabs, i wished they had sorted the actors into different tabs (best example are site ops, why are they not in there own tab). actors take like forever to load.

    but really most tedious are levelable abilties. you have to duplicate a whole bunch of effects just to change some damage value, register those at actors, set it up for every damn level. if they just had introduced "unit upgrades", just like upgrades but for units, that would have been waaaaaaay easier.

    Posted in: General Chat
  • 0

    posted a message on Open/Close Warcraft 3 Gate

    maybe it is the same model. you have to do some actor magic in order to play the morph animation correctly.

    Posted in: Warcraft Modding
  • 0

    posted a message on Terms like "!ValidateUnit ..."
    Quote from temhawk: Go

    If editing XML in the data module is anything like editing XML in the UI module, NOPE!

    The UI module is extremely buggy and constantly undoes my changes and even deletes layout files when I rename them. I suspect the XML editor in the data module has the same type of issues.

    just the Ui-editor, you have to click on the xml button and save afterwards with the currently changed layout file selected in order to take over changes permanently (switching to data editor for example will not undo changes but not apply them to the test document).

    Quote from DrSuperEvil: Go

    I find that the validate unit term is temperamental and does not work well with ability and effect events but works well with behaviours and signals. Seems to have to do with actor ownership. I often have to make validators just for use with that term.

    i never had issues with validate unit if it is used on a unit actor.

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on Major Dialog Issues

    if you want you can check out my signature, download the rising dead and check the "ButtonUse" trigger. that's how i am always handling dialog buttons fixing all comon pitfalls.

    Posted in: Triggers
  • 0

    posted a message on HotKey for tumors

    either create a dialog with triggers (dialog + dialog item of type button + set hotkey of dialog item) or use UI-editor with <shortcut val="H"/> for a button you add wherever you want.

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