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    posted a message on Making missile face up/down?

    If you want to use it for a missile, the mover is the place to look at. Use a ballistic flight curve.

    Posted in: Data
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    posted a message on Find an inventory item via container and slot

    I want to "autofill" an inventory. I have 3 containers, where No. 1 is the general purpose storage and 2&3 are specific containers.

    When the unit buys a new item, it appears in the storage (container 1) but I want it to be auto equiped in container 2 oder 3. I know I can trigger the "unit gains item" event and I can move an item to a container and slot. BUT: To move the item to a slot I have to check if this slot is already in use (otherwise it is swapped with the item that already uses the slot), but there is no option like "set variable = item carried in container X slot Y"!?

    Any ideas how to solve this?

    Posted in: Triggers
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    posted a message on Multiple weapons on one unit

    :-D Oh okay.. thought I could get some new inspirations :-D

    • Upgrading/Combining system is driven by triggers and dummy units, so "upgrading" in fact creates an invisible dummy unit, that fires a trigger ("any unit created with ability..."). In this trigger the inventory is checked and eventually the new item is created (or an error is displayed).
    • yes, if you are planning a battleships remake I guess you also want to be able to have more than one weapon of the same type, dont you? As I said, when I started developing my map, there was only a quite odd workaround with the need to have X different weapons (in data editor) of the same type, because a unit could only have one weapon of the same type. This was used in Catalyst Citiescape (if you know this map - it was quite brilliant, at least with its presentation).
    Posted in: Data
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    posted a message on Tester here if you need feedback

    Of course I'm always looking for people who test my map, provide feedback or report bugs! Even better if these people are somewhat experienced in editing themselves!

    So if you like, please test "Desert Tankbattle BETA" - I would appreciate feedback. You can give feedback in the Desert Tankbattle SC2Mapster Subforum or via pm. Thanks in advance :-D

    Posted in: Map Feedback
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    posted a message on Making behaviours modify the actual vitals

    @wisesquirrel: Go Not really - there are several behaviours that adds different fix amounts or different percentual values. Also there are shield recharging-items, that would recharge the shield (even if its not displayed).

    @Ahli634: Go Thats my last option - would be a a bit chaos because there are several behaviours to be considered. Also its slower afaik

    Posted in: Data
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    posted a message on Player names over heroes

    Of course there is, but the color is simply not applied. Or what do you mean? A separate array? What for?

    Posted in: UI Development
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    posted a message on Making behaviours modify the actual vitals

    hi there,

    following situation: I have a behaviour that adds a fix amount of vitals (shield) (vital max array) to a unit and a second one that should modify the max vitals (shield) as a factor - e.g. 0.2.

    Problem: the factor changes seams only be applied to the basic value. So the factor would at 200 shield points to a unit that has 1000 shield points from the start but no shield points to a unit that has no shield points from the start but has a behaviour that grants 1000 shield points as fix amount.

    Is it possible to make the percentual changes apply to the actual value?

    Posted in: Data
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    posted a message on Make Unit Dance When Idle

    Right - the event only fires once when the unit enters the region. And because it will probably be entering due to a move-order its command qeue will likely not be empty.

    Maybe use the "any unit gets idle" event? This could create a lot of load in some cases though.

    Posted in: Triggers
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    posted a message on Objective overlaps with boss bars

    Just tried it and set the offset to 200 and it does... nothing? Something I have to take into consideration in addition? :-D

    I also want to move my Objectives a bit downwards.

    Posted in: Triggers
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    posted a message on Player names over heroes

    Oh but I dont have the color pre-coded as it is a player color!?

    Posted in: UI Development
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    posted a message on Player names over heroes

    For whatever reason, the text tag does not accept colors any more when I set the text via

    CombineText(<s val="ModCenterSize16Bold">+NameOfPlayer+</s>)

    Neither the colored text nor the setTagColor works...

    Posted in: UI Development
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    posted a message on Hide inventory hotkey tooltip and remove Army/Idle button

    Hi,

    I tried to read tutorials to avoid asking here but it seams most of the layout tutorials here are offline!? I want to acchieve the following two things and I hope somebody can help me:

    • Hide hotkeys for inventory buttons above the command card (its enough to just not display them, as it looks dump :-D
    • Remvove the "select army units" and "idle workers" button above the mini map.

    Would be great if someone could point me the right direction of better: offer a short tutorial, as I am totally new to layouting.

    Posted in: UI Development
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    posted a message on STARDRIVE: Continued Development
    Quote from Batomys: Go

    1) Values for damage, life, etc all need to be updated for pretty much every unit, but if you find a tooltip that is clearly wrong in its content or description (like it lists a manifest for a Banshee squadron even though it is on a turret or something) those are helpful to have reported.

    Just a short note: You know, you can directly link e.g. effect damage values in button-texts? So there wont be the need to manually update them.

    Posted in: Map Feedback
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    posted a message on Where is the Turret direction set?

    I... dont get your point :-D

    Its auto-disabled!? And why remove the turret?

    Posted in: Data
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    posted a message on (Solved) Actor State[Check]

    Seams an effect problem... not the right missile connected with the launch effect.. never thought this could cause such a problem.. fixed now...hm thx.

    Posted in: Data
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