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    posted a message on Get file directory of a bank

    How do I get (in a string) the file location (file directory) where a bank is stored?

    Posted in: Triggers
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    posted a message on How to decide my dialog dimensions?
    Quote from GlornII: Go

    Funky is correct.This is how people do it.

    I know vindicatordotdalls/vindicator/Wade/the guy who made/overhauled MineralZ (the new one)created his own map where you can create your own dialogs in game, with text commands, arrow keys and clicks.A really neat creation; then after you make it, so can have it spit out the sizes and file names of what you made; so you can make them in the editor.Good luck getting someone to share something so kickass though.

    I have done a lot of dialog based UI work; and trial and error is the way to go; sadly.You kinda get a feel for dimensions after a while.

    My biggest tip would be to attach as much to the top left as possible; and test the files in windowed mode (which shows the lowest resolution the game can be played at).When resolution changes, your dialogs do not change size as fast.If you make a perfect dialog to be viewed at 1080P, then somoene with a weaker computer plays it at 720P, or 800X600 (whatever) the dialog will be a different size; and often times overlap things it shouldnt, or go off the screen.Top left is always top left though.

    :((

    Posted in: Triggers
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    posted a message on How to decide my dialog dimensions?
    Quote from FunkyUserName: Go

    @Chris97Ong: Go

    go the hard way, we all did. set your dialog, show it on gamestart, start sc2, close it, change values, start sc2, close it, adjust values, start sc2,.....

    It takes forever....... I need a shortcut :D

    Posted in: Triggers
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    posted a message on How to decide my dialog dimensions?
    Quote from MaskedImposter: Go

    I typically offset my dialog items from the edges of the dialog and other dialog items by 25. With buttons i tend to go with the default 200, 50, unless I have more text or some kind of emphasis to put on the button. Even so, I'll frequently make changes and use the test map button a lot to see how it looks. One thing that can make changes easy is if you set the basic dimensions you want in the local variables, then base the rest of the stuff on arithmetic using those variables.

    For example I might do something like Local variables Button Width = 200

    Then for all the button widths I'll set it equal to that variable. For the dialog width, I'll set it to button width + 50 (since I like to have 25 on both sides of the button). That way I can easily make a change to all the buttons' and the dialog's width by just changing that local variable.

    Thanks for your response, but do you know of any software or something like that, to help me decide my dialog dimensions?

    Posted in: Triggers
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    posted a message on How to decide my dialog dimensions?

    I've asked this here but no answers.

    How do I decide the dimensions of my dialogs in the Starcraft II Galaxy Editor? I've tried the Galaxy++ Editor, but it does not seem very accurate and when I use the numbers that they provided me with, the dialog seems really messed up.

    Is there a better way for me to decide the width, offset, height, etc. of my dialogs?

    Posted in: Triggers
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    posted a message on Increase unit speed in-game using triggers

    @Kanoobee: Go

    Unfortunately, no

    Posted in: Triggers
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    posted a message on Allow Protoss structure to stay in power even without pylon

    @Trieva: Go

    Wait, I remove "Powered"? Shouldn't it be "Unpowered"? (Note: My editor is open now either :D)

    Posted in: Data
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    posted a message on Allow Protoss structure to stay in power even without pylon

    Hi,

    How do I allow a protoss structure (eg. gateway, forge etc.) to be powered even without any pylon? And how do I allow a protoss structure to be built in places where there are no pylons?

    Thanks.

    Posted in: Data
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    posted a message on How do I get a text tag to float up

    @FunkyUserName: Go

    No thats not what im looking for.... I mean in triggers, how to get the text tag to slowly ascend

    Posted in: Triggers
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    posted a message on How do I get a text tag to float up

    In the arcade game "Probes vs Zealot 2", when the Zealot attacks, he will get minerals. Text tags are used to indicate that the Zealot is getting minerals. These text tags seem to float up.

    How do I get my text tag to float up like that as well?

    Posted in: Triggers
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    posted a message on Update a map

    Not sure if this is the right place to post this, but how do I update a map without adding a new map? Like in the arcade game Imba League, how did they update the map without publishing another map? Thanks.

    Posted in: Triggers
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    posted a message on Any way to control strings?

    In Javascript, there are many methods to modify and manipulate strings. For example:

    There is a ".split()" method that will separate the string by a character into an array. Like for example, when the you input "Hello: Strings are: Strings",split(":"), the output will be an array (call this array myArr) myArr[0] is "Hello", myArr[1] is " Strings are" and myArr[2] is " Strings".

    Is there any way to manipulate strings in GUI triggers? Is there any built-in function or anything like that to it?

    Like for instance, is there a sort of split() function that will split strings into an array like I have stated above?

    Posted in: Triggers
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    posted a message on Heal unit when attacked using triggers

    @FunkyUserName: Go

    I don't want to go into data (I want to do it with pure triggers). Will something like this work:

    Event - Unit takes damage

    Condtion - Unit type of triggering unit == YourUnit

    Action - Set "triggering unit" life = (damage taken) + (damage absorbed) + (current life of "triggering unit")

    I have to add the damage absorbed so that it will seem as if the unit that gets attacked did not even minus health.

    Do you agree?

    Posted in: Triggers
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    posted a message on Heal unit when attacked using triggers

    @FunkyUserName: Go

    Thanks for your response. But I don't think doing this will fulfill the second condition:

    • If unit x deals a fatal attack to unit y, unit y will still be alive. Like for example, if unit y has 300 health and unit x deals 800 damage, unit y must not die.

    And answering why I need this, well, I am working on an arcade game where attacking a particular unit with any of your units will heal him.

    Posted in: Triggers
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    posted a message on Heal unit when attacked using triggers

    Hi,

    I need your help. Say I have unit x and unit y. I want to make it such that:

    • When unit x attacks unit y, unit y will gain health equal to the amount of damage that unit x deals, regardless of unit y's armor. So for example, if unit x deals 150 damage every 1.5 second and unit y has 4 armor, unit y will gain 150 health every 1.5 second.
    • If unit x can deal a fatal attack to unit y, unit y will still be alive. Like for example, if unit y has 300 health and unit x deals 800 damage, unit y must not die.
    • Same thing for unit x's abilities that can cause damage to unit y (unit y will still gain health like stated above).

    Would appreciate your help. Thanks.

    Posted in: Triggers
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