Using some tutorials on the site, I managed to move the unit inventory so it sits over the Info Panel. After the inventory is however I have noticed some problems. I cannot mouse over, click or move the items. All that happens is that the mouse clicks onto the map and the selected unit mouses to the map.
Does anyone know what code I need to add to make the Inventory mouseable? I can post the code if necessary.
Can't be done with data if you want the base unit to be moveable. Starship uses triggers to constantly move the attached units to the location of the host I believe.
Presto, something simple and easy. Added a nice new splat for the High Templar Feedback. I was trying to make the ghosts spawn in a circle around the point but I couldn't get the SOp Random Point in Circle to work.
Looks like an interesting project. I can help with grammar and language and future testing but nothing more since I'm currently involved with an ongoing project. I'm going to offer some of my thoughts regarding the information you posted in the first post.
You should provide examples of what you have done with the editor. It shows people you know what you're doing with the editor,
I don't think you need people to manage a forum. First of all, like Lenny said, project forums here get practically no outside traffic. As such there is really no need for anybody to manage one. If you are planning a forum for your project independent of sc2mapster, it would generally wait until most of the project is complete, so hiring people for the forum before the project is even started is rather unnecessary. It would be best to have those 2 people help with the project instead.
It's unlikely that your project is completed in the 2 years time span you said, or is even complete at all. Something this complex would likely take longer unless every person on the team works diligently all the time, which is unrealistic considering real life generally takes precedence over mapping. Also, it's extremely unlikely you maintain the same team of people for the entire duration of the project. Some people will quit and will slow the project as you scramble to find replacements.
All in all, good luck to you. If you ever have questions involving the data editor feel free to ask me.
I'm guessing you are using SOp Explicit Rotation to rotate the model? In that case you need to fill a value of not 0 in each field. Rotation is based of the ratio of values of each field.
Looks cool. Doesn't look too roachlike though, more like a zergling with armour plates... which is roachlike. How many legs is it suppose to have? I'm counting 5 in the image. I'm guessing 6?
Uses a Set effect which contains 2 Teleport effects. The first teleport makes the caster unit teleport to the target point and the second teleport makes the target unit teleport to the caster point.
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Under the Unit - Flags field check Unselectable and maybe Untargetable.
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Thanks a lot, your code works. Does your code reset the GameUI frame as well as the InventoryContainer frame?
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Bump.
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Using some tutorials on the site, I managed to move the unit inventory so it sits over the Info Panel. After the inventory is however I have noticed some problems. I cannot mouse over, click or move the items. All that happens is that the mouse clicks onto the map and the selected unit mouses to the map.
Does anyone know what code I need to add to make the Inventory mouseable? I can post the code if necessary.
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Can't be done with data if you want the base unit to be moveable. Starship uses triggers to constantly move the attached units to the location of the host I believe.
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Deleted
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Presto, something simple and easy. Added a nice new splat for the High Templar Feedback. I was trying to make the ghosts spawn in a circle around the point but I couldn't get the SOp Random Point in Circle to work.
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Increase the constant number. It is the minimum level required for the first learning of the ability.
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A Dialog is a container that contains Dialog Items. Dialog Items (Buttons, Text, Images) cannot be made without an associated Dialog.
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@FunkyUserName: Go
Thank you. I had no idea you could directly compare unit vitals.
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Looks like an interesting project. I can help with grammar and language and future testing but nothing more since I'm currently involved with an ongoing project. I'm going to offer some of my thoughts regarding the information you posted in the first post.
You should provide examples of what you have done with the editor. It shows people you know what you're doing with the editor,
I don't think you need people to manage a forum. First of all, like Lenny said, project forums here get practically no outside traffic. As such there is really no need for anybody to manage one. If you are planning a forum for your project independent of sc2mapster, it would generally wait until most of the project is complete, so hiring people for the forum before the project is even started is rather unnecessary. It would be best to have those 2 people help with the project instead.
It's unlikely that your project is completed in the 2 years time span you said, or is even complete at all. Something this complex would likely take longer unless every person on the team works diligently all the time, which is unrealistic considering real life generally takes precedence over mapping. Also, it's extremely unlikely you maintain the same team of people for the entire duration of the project. Some people will quit and will slow the project as you scramble to find replacements.
All in all, good luck to you. If you ever have questions involving the data editor feel free to ask me.
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I'm guessing you are using SOp Explicit Rotation to rotate the model? In that case you need to fill a value of not 0 in each field. Rotation is based of the ratio of values of each field.
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Looks cool. Doesn't look too roachlike though, more like a zergling with armour plates... which is roachlike. How many legs is it suppose to have? I'm counting 5 in the image. I'm guessing 6?
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I don't think it's possible to do without using an outside software to reverse the animation then reimport it.
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Uses a Set effect which contains 2 Teleport effects. The first teleport makes the caster unit teleport to the target point and the second teleport makes the target unit teleport to the caster point.