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    posted a message on [Help] Sixth Veterancy Attribute?

    Hi,

     

    I have a hero unit (Raynor) with a veterancy behavior and six different attribute behaviors attached. At first on the info panel, the attributes after the third were listing downward off-screen, so I made some edits to the UI layout file through the UI editor to arrange them in a grid. I changed AttributeLabel4's top anchor point from AttributeLabel3 back to the experience bar, effectively starting a second column for the rest of the attributes to be listed.

    XML Editor

    This worked out nicely, but I noticed the sixth attribute wasn't showing on the info panel in-game, and I looked at the Layout file again and realized there was no attribute labels beyond AttributeLabel5. I tried writing in a 6th exactly as the others were written, but no luck. This is the first problem I've run into on this project where I couldn't find any solutions online so any help is greatly appreciated: is there a way to edit the existing UI or to create a custom frame to work around adding in a sixth attribute on the hero info panel? Thanks so much. Below is the in-game screenshot. The 6th attribute should be positioned under "CHR: 0".

    Missing 6th Attribute

     

    Posted in: UI Development
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    posted a message on Help? Copy-Pasting terrain?

    @Telthalion: Go

    Worked like a charm! Thanks so much!!

    Still gotta redo all the nav-mesh painting, no-fly zones and some doodads, but this was the bulk of the work right here. Thanks again!

    Posted in: Terrain
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    posted a message on Help? Copy-Pasting terrain?

    @Mozared: Go

    I looked at it again and there are two error messages popping up in the messages saying the manmade and organic bel'shir cliffs don't exist in the bel'shir tileset... which is kind of crap...

    Any idea what's happening here?

    error message (bottom two)

    edit: it may be worth mentioning that i constructed most of the terrain before i bought the HoTS expansion. i imported the HoTS dependency only recently. i'm guessing that may have something to do with it?

    Posted in: Terrain
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    posted a message on Help? Copy-Pasting terrain?

    Hiya again sc2 mapster forums. First time posting in the terrain subforum, and for something seemingly simple, but for the life of me I just can't figure it out. Currently I have a map with a terrain and unpathable cliffs around the bounds of the map. The problem I'm having is I did not leave enough room in the center of the map so i needed to add 8 height to the map (now 192x200 from 192x192) but I can only add to the top or bottom for height.

    What I would like to know is if there is a function where I can copy the terrain of the bottom half of the map and move it down so that I have 8 extra units of space to work with in the center of the map.

    I have googled the problem and found that using the selection tool (with the space key) with the terrain module to select and copy-paste terrain only copies the texture when I need to copy cliff levels too.

    map as 192x192

    map resizing to 192x200

    (Note: there is extra space at the top that is unplayable area, for view only, due to the angle of the game camera)

    Any help is appreciated. Thanks!

    Posted in: Terrain
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    posted a message on Help! How to make a range indicator actor display only for the OWNING PLAYER of a unit?
    Quote from DrSuperEvil: Go

    using the Actor: Filter field

    edit: works partially. if the unit is created by me and then switches control to an enemy player, the actor still shows to me. but works fine if the original unit creator was an enemy

    Posted in: Data
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    posted a message on Help! How to make a range indicator actor display only for the OWNING PLAYER of a unit?

    Hey all. I'm having some trouble with the range actor with getting it to only display the range of a unit's ability for the player who owns it. What I have is a Flaming Betty that has a constant behavior (buff aura) of 11 range. But it's showing for enemies too, which I don't want.

    Betty is showing it's range even though the player is not the unit's owner

    I've tried a couple things but they haven't worked.

    doesn't work

    Filter Players only brings up options to filter specific players (by their player #), which is not what I'm looking for. I tried filtering Player 01 and then, playing as Player 01, it still shows the range indicator for me, so it seems like this doesn't even work anyway.

    this doesn't do anything either

    Tried this, no effect once again when i tested in-game.

    Help :(

    Posted in: Data
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    posted a message on Trigonometric functions, square roots and powers in the data editor?

    @joecab: Go

    i was using real numbers already, that wasn't the problem

    function

    i was on the "value" source that only showed the four arithmetic options. i switched over to "function" and i found everything (d'oh) thanks for the help though

    Posted in: Triggers
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    posted a message on Trigonometric functions, square roots and powers in the data editor?

    i found some scripts on sc2mapster but i have no clue what to do with these

    -

    <li><a href="/galaxy/triggers/square-root/">Square Root</a> - Returns the square root of a number</li>

    <li><a href="/galaxy/triggers/sine/">Sine</a> - Returns the sine of an angle</li>

    <li><a href="/galaxy/triggers/cosine/">Cosine</a> - Returns the cosine of an angle</li>

    <li><a href="/galaxy/triggers/tangent/">Tangent</a> - Returns the tangent of an angle</li>

    <li><a href="/galaxy/triggers/power/">Power</a> - Returns a value raised to a given power or exponent</li>

    -

    i have only worked with the trigger shell menus, never with the actual XML script. anyone know how i use these in the trigger editor?

    Posted in: Triggers
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    posted a message on Trigonometric functions, square roots and powers in the data editor?

    I can't seem to find options for trig functions (sin, cos, tan) or for roots or powers. I only see the four basic arithmetic operations (+, -, *, /).

    I'm looking to place points in relation to each other using trig functions to find angles made by positions of other points (via X,Y coordinates). Is this possible?

    I wanted to know because there is a way I could use this as a workaround for my other topic: http://www.sc2mapster.com/forums/development/data/70692-need-help-with-visuals-actors-data-for-custom-ghost/#p7

    Posted in: Triggers
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    posted a message on (moved)

    Bump. Still interested in a solution for this

    A summary of above is that i tweaked the Ghost Snipe ability to do damage in a line extending for 14 range in the direction you use the ability. The problem is that even though the damage extends over the full 14 range no matter what direction you click, the visuals of the ghost snipe are only extending to the point of where you click.

    Details are in my above post. Bumping for help. Thanks in advance.

    Posted in: Data
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    posted a message on (moved)

    Thanks for the replies, Spool and Arcane. What I currently have on the map is the similar to your suggestions, with the beam being only created at the instance of the target point.

    Quote from Spoolofwhool: Go

    Modify the Beam so that it is created between the Search Area effect and the caster.

    Quote from ArcaneDurandel: Go

    you will need 2 things: The beam actor and a site actor. The site actor will be created at the target point. The beam actor will also be created when the spell is cast, and it will created the site actor, as well as connect to it

    TL;DR - below are the details on how i got it to work. dont need to read it (all)

    What exactly I have done is: the spell Snipe now creates a "dummy" unit (invisible, unselectable, no death animation, etc) at the site where the mouse is clicked for the ability. In addition to the line damage search ability that applies damage to all units in it's path, there is now another damage (which is tuned specifically to target, and kill, only the dummy), which i will call damage2 for reference. I removed the beam being created at an instance of damage being done to targets and instead at an instance of damage2 so that only one beam is created where the mouse was clicked.

    ...

    So the problem I'm having with this now is that the beam is only being created at the target point instead of extending the full 14 range of the actual damage of the ability. Is there a way I can make the ability create the snipe dummy at exactly 14 range away from the ghost while offsetting by angle from the ghost to the mouse click to get the correct direction?

    I can upload some images for more detail later today. Thanks for the replies.

    Posted in: Data
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    posted a message on (moved)

    Thanks for the fast reply! Changing the effect properties under target to "Target Point" fixed the targeting issue but now I'm coming across some graphical and sound bugs.

    Currently, the snipe ability is a 13-radius search effect that has a 0.1 degree arc (basically a straight line extending from the unit). It's meant to be a linear collateral shot, dealing damage to units in a line. That part of it is working. Here's whats happening though:

    If no targets are in the search...

    • The ghost plays it's spell animation, but no effect particles or models appear, and no sound plays

    If one target is in the search...

    • The effect particles and sounds for Ghost Snipe are playing but the Ghost Snipe beam only extends to the target unit and stops (it should extend the full 13 range)

    If multiple targets are in the search...

    • The effect particles and sounds for Ghost Snipe are playing multiple times (can get pretty loud), one for each target found, and has a separate beam extending to each target

    What I am trying to make happen is that no matter what the situation (miss, hit, or collateral hits), one Ghost Snipe beam will extend the full 13 range and all the effects and sounds play properly ONCE. I'm sure it has something to do with the actors... although after an hour and a half of messing around with it i can't seem to get it to work.

    Here are a few pictures:

    one target Beam stops at the first target when it should extend the full range of the effect (13).

    multiple targets Creates multiple beams, each stopping at each target. Sound plays multiple times at the same time.

    Didn't take a picture for the "no targets" situation as there was... nothing to see really. The smoke effect is a bit tough to spot (sorry). Thanks for the help.

    Posted in: Data
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    posted a message on (moved)

    (original post solved)

    Note: Now having a different problem, posted below (scroll down to posts #7 and #8)

    Posted in: Data
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    posted a message on 1v1 Map - Shakuras Proving Grounds

    @lawol: Go

    looks pretty cool, i like all the low ground but my suggestion would be to add 2 ramps on each side of the center map's low ground about the same size as the ramps next to the expansions mid left and mid right because the walking distance from cross positions is approximately 56 billion lightyears right now. Also adding the ramps will allow lings to counter attack from a different path when the terran/toss moves out because right now this map so heavily favours terran/toss and not zerg. In other words, it adds another path for players to push their armies.

    Posted in: Melee Development
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    posted a message on Help! Moving burrowed units? [SOLVED]

    @DrSuperEvil: Go

    holy crap, surprisingly changing acceleration enabled the move commands. thanks man.

    Posted in: Data
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